- First up, he's developed a two new Ability Modifiers: Cognition and Psycho-Active. These modifiers come into play if a character needs to be a bit more perceptive or if he comes under a mental attack. These modifiers are based on a PC's INT and WIL scores, respectively.
- Next, he's come up with a set of devices based on Psycho-Kinetic energy. From armor to weapons and other knick-knacks, Psycho-Kinetic devices were created by The Ancients to take advantage of any mental mutations a person may have.
- Finally, he presents some new high-tech materials for the construction of gear, armor, and tech. (I'd like to get my hands on some Plasteel armor, m'self.)
Combining U1 The Sinister Secret of Saltmarsh (1981), Against the Cult of
the Reptile God with Castles & Crusade campaign incorporating I7 Baltron's
Beacon (1e) with B2 The Keep on the Borderlands, Aka "The Shadow of the
Iron Crown." Part II
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Combining these four classic modules into a single Castles & Crusades
campaign creates a perfect "frontier mystery" arc. Each adventure focuses
on a speci...
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