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 Hottest d20 Modern (official), Science Fiction
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d20 Future (d20M)

d20 Future (d20M)


High Tech Meets High Adventure The future is what you make of it. With access to space travel, cybernetics, mutations, mecha, and more in d20 Future, heroes may battle across alien worlds, survive on postapocalyptic Earth, voyage to distant galaxies, and explore alternate dimensions. Charge your weapons and embark on never-ending adventure within the infinite possibilities of the...   [click here for more]
Wizards of the Coast  $14.99

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d20 Apocalypse (d20M)

d20 Apocalypse (d20M)


New rules designed for running a d20 Modern campaign in a postapocalyptic setting. This new rules supplement provides everything players and Gamemasters need to participate in adventures in a post-apocalyptic setting, including rules and designs for apocalyptic events, such as nuclear war, environmental disaster, alien invasion, or Armageddon. The book provides new rules for barter,...   [click here for more]
Wizards of the Coast  $9.99

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d20 Future Tech (d20M)

d20 Future Tech (d20M)


Whoever Has the Most Stuff Wins! The d20 Future Tech supplement describes a dazzling array of new gear and gadgets for use with d20 Future, built on d20 Modern rules. Get the latest and greatest technology for heroes and villains of the future. In addition, there are new types of starships, robots, and mecha, along with expanded rules for combining character,...   [click here for more]
Wizards of the Coast  $9.99

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Gamma World Player's Handbook (GW 6e)

Gamma World Player's Handbook (GW 6e)


Up From the Ruins The Final Wars destroyed civilization. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind. The Gamma World Player's Handbook presents a new edition of the classic sci-fi adventure game, energized for the 21st century!...   [click here for more]
Wizards of the Coast  $14.99

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d20 Dark Matter (d20M)

d20 Dark Matter (d20M)


All you see is not all there is. Devious organisations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organisation called the Hoffman Institute, heroes explore hidden mysteries while eluding forces both human and alien that conspire to control the truth. d20 Dark•Matter is...   [click here for more]
Wizards of the Coast  $14.99

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d20 Cyberscape (d20M)

d20 Cyberscape (d20M)


This new rules supplement provides everything players and Gamemasters need to create and run campaigns featuring cybernetics in the post-modern realm of cyberpunk fiction. Building on the d20 Future cybernetic rules, d20 Cyberscape includes rules for installing cybernetics and playing cyborgs, as well as new advanced classes and enhancements. d20 Cyberscape also features...   [click here for more]
Wizards of the Coast  $9.99

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Gamma World Game Masters Guide (GW 6e)

Gamma World Game Masters Guide (GW 6e)


 The World at Your Fingertips It’s a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. They’re all in here ready for you to use in your Gamma World campaign. Making It All Work This book gives you solid, practical advice. Learn how to modify the rules for...   [click here for more]
Wizards of the Coast  $11.99

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Machines and Mutants (GW 6e)

Machines and Mutants (GW 6e)


The Wildlife of a Ruined World Once, not so long ago, scientists played with genes like toys, and created computers that thought and dreamed. Then came the Final Wars, and the rise of the Gamma World. Now, new species of plants and animals fill the places humanity once ruled, and things that were once tools prey on the descendants of their makers. Machines That...   [click here for more]
Wizards of the Coast  $14.99

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Cryptic Alliances & Unknown Enemies (GW 6e)

Cryptic Alliances & Unknown Enemies (GW 6e)


Home Sweet Home It’s a dangerous world out there, and Gamma World characters rely on their community for rest and support. But the home front has its own opportunities and perils. The Helping Hand, the Knife in Your Back This book expands on Gamma World’s innovative rules for communities, offers a rogue’s gallery of ready-to-use leaders, rivals and other important...   [click here for more]
Wizards of the Coast  $9.99

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Out of the Vaults (GW 6e)

Out of the Vaults (GW 6e)


Super Science Unleashed The warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose... for good or evil. What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This book lays it all out, along with new rules...   [click here for more]
Wizards of the Coast  $11.99

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Beyond the Horizon (GW 6e)

Beyond the Horizon (GW 6e)


Into the Unknown Few people dare brave the unexplored mysteries of Gamma World™… but heroes do. New races, new monsters and new mysteries await those with the courage to face them. Undaunted by danger, heroes cross the changing lands and seas, bringing home knowledge and power for personal glory and the good of their own tribe. Gamma World Unfolds The Final...   [click here for more]
Wizards of the Coast  $11.99

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