The Realm of the Gateway is a multi-genre game set on a world that is trapped in a dimensional gateway between the dimensions of science and magic. Half the world is based on magic, half on science and technology. The game is divided into three core rule books, each one describing one part of the world and giving rules specific for that dimension or realm. The rules are consistent between realms, so all three can be combined, allowing for the genres to be blended together.
The Death Zone is the final instalment of The Realm of the Gateway core rule books. This book brings the cataclysmic world of The Death Zone. Here chaos reigns supreme. This guide gives rules for creating mutant characters. Now you can play as a mutant Human, animal, plant, even mutant robots! Dozens of mutational powers available to players for creating any kind of mutant they may desire.
This book includes a new magical class for characters: the primal mage. This mystic character can wield the power of the elements themselves. And, of course, there are dozens of new monsters, including over a dozen humanoid mutants suitable for use as player characters.
The Realm of the Gateway system takes a unique approach to combat, psionics and magic. Combat is designed to be realistic. This makes it deadly yet exciting and rewards characters who are creative and cunning. Magic and psionics are not limited in their use. These abilities can be used all day long, as much as the person desires, so no more resource management, no more running out of power halfway through the day. Now the mage or psychic can stand side by side with the warrior, using their abilities as they wish.
Spis treści
Chapter One: Character Creation
Chapter Two: Mutations
Chapter Three: Professions and Skills
Chapter Four: Combat
Chapter Five: Psionics and the Use of Will
Chapter Six: Magic
Chapter Seven: Hazards
Chapter Eight: Adventuring in The Death Zone
Appendix A: Tables