表中的内容
Chapter One: An Overview
Chapter Two: The Peoples and Creatures of the Death Zone
An introduction of the different intelligent races common in the Death Zone. Several large communities are introduced as places for characters to live, work and explore.
Chapter Three: Unique Places in the Death Zone
Besides the different lands of the Death Zone there are several unique and very strange places to be discovered here. Some are stationary, like the Hell Lands and Ice, while others come and go, such as the Negative Zone.
Chapter Four: Midland
Midland is the largest of the stable lands within the Death Zone. This region is dominated by the physical laws of magic, and is home to numerous races and creatures that take advantage of these laws.
Chapter Five: Scion
Another stable land within the Death Zone, the land of Scion is dominated by the physical laws of science. This land was settled by colonists from the Science Realm many years ago, and is now home to several advanced cities and settlements.
Appendix A: New Mutations
This chapter expands the mutations found in the core book, introducing new types of mutations, such as the bio-mechanical, inanimate, and shadow mutations. It also adds a few new mutations to several of the existing mutational categories found in the core book. A must read for players and GM’s alike.
Appendix B: New Character Options
Appendix B introduces new professions, character traits and skills for the different lands, from clerics and rogues in Midland to the inquisitors and technopriests of Scion. It also introduces two new concepts; racial professions and advanced professions. Racial profession are specialized professions that are only available to members of a certain race, while advanced professions extend a character’s abilities, granting them new and unique abilities tied to a certain theme.
Appendix C: New Races and Creatures
A favorite for players and GM alike, this section introduces dozens of new creatures as well as a long list of intelligent, humanoid races, many of which can be used as player characters! New animals, mutants, magical beasts, immortals, undead and even new dragons. There are also templates to allow the GM to modify existing creatures to fit into a certain environment. To round out the new creatures we present the Genius Loci, an entity tied to the very land itself!
Appendix D: New Gear and Equipment
New tools, equipment, and vehicles for the fantasy land of Midland. For the modern tech land of Scion there are new weapons, armor, tools, gear, robots and vehicles. In addition there is a section dedicated to the technomagic gear of the techwizards of Scion.
Appendix E: New Rules
This section expands on the existing rules found in the core rules for grappling and mounted combat, and new, optional rules for armor penetration, mutational powers for different sized creatures, ride-by and flyby attacks and new martial arts moves. The chapter ends with an expanded table for the dreaded probability storm!
Appendix F: Game Master Advice
Being a game master is both fun and rewarding, but it can be a challenge as well, especially to new GMs. This appendix adds advice for new and experienced GMs for developing story lines in the Death Zone, as well as just general advice for being a successful Game master.