The Weird

2016 · Supplement (regels/opties om de speelsessie te verbeteren)

The Weird

A sourcebook for campaigns built around bizarre science, uncanny realms, and superhuman abilities that challenge the limits of body, mind, and reality. It presents eleven styles of mad and fringe science, along with unusual applications of outer space, time travel, singularities, and metaphysical realms. Eight power categories cover dimensional control, mutation, parasitism, void, and other unconventional forces, with 65 fully worked sample abilities. Additional notes detail variant traits and provide guidance for creating and running campaigns that move beyond familiar fantasy, horror, and science-fiction conventions.

Op vaardigheden gebaseerd (vaardigheden kopen of verkrijgen)Puntengebaseerd (ken punten toe om vaardigheden, krachten, enz. te krijgen)Dobbelstenen (voornamelijk d6)

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