Requires the use of the d20 Modern Roleplaying Roleplaying Game, published by Wizards of the Coast, Inc.
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OUR COMPAN Y TO MONDO BELLO T
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arketing Ma r Sales TO: M e President fo c i Vi V , x e t o K r e M: Env O FR M: s face it, of years. Let’ e l p u o c h g u o ing r een a be invaded or eat his has b g t n i w t o t n e k g I r o , s a r e l Fel under wat ation? lone go on vac anet is either a l p t e e l h t , e f o s u o t h s o e mo m ave th ajor ma ho wants to le Wh W e’ve got a m We W ? o d y e h t f its own foot. i to go patch. they supposed t through this i e k a ma m o t And where are g n i go e need We ondo Tour. W f us if we’re Mo M o o t d n a e o r h P a e k h n T i h : t re m package m th the platinu Let’s start wi by aby. ba ell this b a new way to s otor Mo n City and M u F n i o d o t t still a lo tion. There’s c a e h t n o s u c Fo City.
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- Table of Contents & Credits -
A Mythic Vistas Campaign Setting for d20 Modern and True20 Adventure Roleplaying
Design: Robert J. Toth Editing: Todd Miller Art Direction: Hal Mangold Graphic Design: Marc Schmalz & Hal Mangold Cover Art: Chris Dien Interior Art: Empty Room Studios (Jeff Cram, Bob Cram, Colin Throm, Keith Curtis, Rick Hershey, Michael Hamlett, Jia Wang, Cliff Kurowski, and Dan Howard) Executive Producer: Chris Pramas Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz, and Robert J. Schwalb Special Thanks: Stan!, for advice and feedback. Robert J. Toth would like to thank Chris Pramas and the good folks at Green Ronin for their patience and support; Hal Mangold and the artists, who made this book fine and foxy; Stan! and Steve Kenson, for all their work on the rules; my buddies (James Aitken, John Burek, Chris Flaherty, Matt Fritts, Pete Jencius, Chris Keefe, Brian Kirby, Rob Lawson, Aaron Loeb, Kim Pratt and Bill Simoni), for play-testing and hand-holding (special thanks to Bill and Kim for their help with the Omegaball and Psychic sections); and Todd Miller, who is as fine an editor as he is a friend. This game is dedicated to Walker Percy, my hero, Nancy Fitzsimmons, my inspiration, and Henry, who put the lime in the coconut.
Table of Contents Subliminal Seduction ........................95 Introduction ...............................4 Omegaball: e Rules of the Game ...56 e State Of Play..............................59 Artifacts ............................................95 The Players’ Section: Stanton Spobeck, Naught We Can Be Heroes...................5 Chapter Three: & the Monday Men ......................97 We Have the Technology ....60 e Dervos .................................... 104 Chapter One: Weapons..........................................60 e Kreelak ................................... 109 The Day the Music Died ........ 6 Ranged Weapons ..............................60
Man Last and Nature Gone Mad .... 113 We Interrupt is Game Armor .............................................62 e Sasquatch .................................113 to Bring You A Brief Public-Service New Armor .......................................62 e Lake Monsters .........................114 Announcement.............................10 General Equipment .........................63 e Swarm ...................................... 115 at’s the Name of the Game: ...........11 Vehicles ...........................................63 Lone Predators................................116 Who’s Who in Damnation Decade....11 Special Equipment ...........................65 Other Creatures?.............................116 Time Keeps on Slippin’, Slippin’, Bionics ..............................................65 Man Last ........................................116 Slippin’: ....................................... 16 Drugs ................................................65 e Collectivist Powers .................. 117 A Brief Historical Reference.............16 Artifacts and Relics ...........................66 e Bloc .......................................... 118
Chapter Two: I Am...I Said ......18
The Gamemaster’s Section: e Sphere ...................................... 121 Principalities and Powers .. 67 Fedo Malese and the Consortium .... 124 Chapter Five: Looking Revised Skills ....................................20 Chapter Four: Scary Monsters Down on Creation ...............128 New Feats ........................................23 (and Super Creeps) ..............68 Starting Occupations .......................25 Ampersand Vole IV Appendix I: Inspirations ........133 Skills ...............................................18 New Skills .......................................18
Advanced Classes.............................35 and the Brotherhood.....................68 New Classes.....................................35 Fulton Gort and the Androids .......... 74 Psychic Powers .................................49 eramin Hunker and the Nagathrite82 Psychic Powers: e Ground Rules ...49 Humboldt Suede & Primary Powers .................................50 the King of the Damned................89 Secondary Powers .............................55
Demon Worshipers ...........................95
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Read More About It! ...................... 135
Appendix II: True20 Conversion ............. 136 Index......................................... 139 License......................................141
Wel co me to 1976. e nation’s finest and foxiest are shimmying into discos and singles bars, snorting disco dust off mirrors and bumping their booties to earthshaking bass lines. Turtlenecked suburbanites spend their afternoons in group therapy and their evenings with the spouse next door—sometimes both of them. You’ll find a lava lamp on every desk, a muscle car in every garage and a pet rock in every pocket. But don’t let the funky facade fool you. is isn’t the year you remember. While the United States of Americo gets its bicentennial groove on, the foundations of the world are starting to crack—and unearthly forces are slipping in through the fissures.
mystic named Abednego Trestle, the world as we know it is going to end at the stroke of midnight on December 31, 1979—unless someone does something to stop it. at’s your job. Welcome to Damnation Decade.
Inspiration Information
e temperature is soaring. e ice caps are shearing apart, is game takes place in the same tragic universe as depicted in flooding the coastlines and wrecking the weather. Droughts and films like Soylent Green, Rollerball and e Omega Man : a world acid rain are turning farmland to ashes, leaving millions hungry with a wrecked ecology and shattered polity, spiraling toward and restless. e oil wells are down to their last drop. Even the oblivion as its oceans bubble, disease turns people into zombies bees are getting angry—and organized. and powerful inhuman forces gather their strength for one mighty And that’s just the respectable bad news. Tabloids and trashy strike against mankind. But there’s a key difference. television shows—the only outlets that seem to be paying e great sci-fi movies of the 1970s show us a host of different attention—are filled with off-the-wall stories that get more tomorrows, but they all have one thing in common: the world plausible each passing day. Saucers swooping out of the midnight as we know it has ended. e powers that were botched things sky to snatch people from their beds. Hulking man-apes stomping up—whether through pollution or social injustice or atomic through the deep forests on outsize feet. Dinosaurs haunting the holocaust—and new ones have stepped in to restore order and nation’s lakes. Devils forcing their way into people’s heads—and remake the planet in their own image. turning them into monsters. e lights go down, and we find ourselves in a time where our What the hell happened? Nobody who knows the truth is telling. monuments are in ruins, our customs are forgotten, and alien But it all seemed to start two years ago—on August 9, 1974. forces are firmly in control. Supercomputers kill us when we turn President Stanton Spobeck’s dirty tricks had finally caught up with thirty. Corporations buy and sell our souls, or mulch us into protein him, and he was about to resign before he could get booted from crackers. Fascist chimpanzees hose us down and herd us into zoos. office in disgrace. en a once-in-an-epoch earthquake snapped off Actually, all these movies have two things in common. Not only the West Coast of Americo and plunged it into the ocean. Spobeck has the world gone wrong, but anyone who challenges the status stayed in office in the interest of national stability, promising to face quo is doomed to fail. e planet is too wrecked for salvage, and the music once the crisis was over (wink wink). the bad guys are too powerful to be overthrown. e most that But over the next two years things just kept getting worse. e the good guys can hope for is dying with a big, iconic gesture— environment tanked. e monsters (or whatever they are) came out flipping off the system before they make their fatal escape. of the closet. And Spobeck put the entire Southwest of Americo So how is Damnation Decade different? Simple. You can win. under martial law. He claimed the area had been contaminated and e game gives you a fighting chance to battle off the bad guys— was facing dangerous aftershocks from the quake. But everybody by turning back the clock. Damnation Decade doesn’t take place knows he’s trying to keep something trapped in there. You can’t in a postapocalyptic world of domes, robots and jewels in the turn on the news without seeing elliptical reports of massacres and palm. Instead, you’re adventuring during the age of cataclysms riots across the farm belt. Something big and hungry is on the hunt. that brings the corporations, chimpanzees or supercomputers to But what woke it up? And what does it want? power. You’ll follow the clues the bad guys leave as they begin Nobody is taking this well. Americo’s cold war enemies are striking their shadowy rise to world domination, figure out their hidden while the country is distracted, sending invasion forces across their goals—and battle them into submission before they put their borders and gobbling up huge chunks of the free world. And of boot on the face of the human race. course, back at home, the nation is partying in deep denial, shaking is book is divided into two sections: We Can Be Heroes and their moneymakers in lavish BootyDome dance halls or cheering Principalities and Powers. e first of these, aimed at players, along to Omegaball, the blood sport that has become the fastestoffers a more detailed look at the game world, as well as new growing pastime in the world. Others have taken refuge in secular starting occupations, advanced classes, skills, feats and equipment. cults promising everything from a peek at your past lives to a ticket e second section, designed for GMs, includes background on on an ancient astronaut’s flying saucer. the enemies your players will be facing and dozens of adventure Just about the only people who aren’t partying up a storm or hooks for bringing them into your campaign—as well as a look making a power grab are you and your team of adventurous at how to defeat them and stop the doomsday clock. Players friends. Why? You know something everybody else doesn’t. be warned: if you read all of that stuff, you’ll spoil the game’s According to the prophecies of an obscure sixteenth-century mysteries!
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