Products
The Mechanics are hard at work in the shop, toiling away to bring you these creations. Release dates are estimates: We're a small company, we're trying to stay flexible, and we'd rather have a really good product than an on-time product if we have to choose between those two options. Watch this page for updates to release estimates.
2003 Product List
2004 Product List
First Quarter 2005
Second Quarter 2005
Third Quarter 2005
Fourth Quarter 2005
2006 Product List
First Quarter 2005
Flight 23 is the second installment in The Bronze Head, a modern d20 System campaign. The plot includes rules found in the Urban Arcana Campaign Setting, but comes with thorough guidelines for other campaign options, including a no-FX option. Requires the use of the d20 Modern Roleplaying Game and the Urban Arcana Campaign Setting published by Wizards of the Coast, Inc. Released January 2005.
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Temple Quarter is the second volume of the City Quarters series, which began with the highly acclaimed Thieves' Quarter. Temple Quarter explores the prayer houses, ritual spaces, and religious orders that might appear in any urban fantasy setting, including the secretive, forbidden rites of dark orders. Every aspect of the setting is created with the larger city of Liberty in mind, but designed so that GMs can pick and choose which elements to include in their own campaigns. By JD Wiker with cartography by Christopher West. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released March 2005.
Second Quarter 2005
No releases.
Third Quarter 2005
Temple Quarter is the second volume of the City Quarters series, which began with the highly acclaimed Thieves' Quarter. Temple Quarter explores the prayer houses, ritual spaces, and religious orders that might appear in any urban fantasy setting, including the secretive, forbidden rites of dark orders. Every aspect of the setting is created with the larger city of Liberty in mind, but designed so that GMs can pick and choose which elements to include in their own campaigns. By JD Wiker with cartography by Christopher West. Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released July 2005.
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The Brindisi Protocol is the third installment in The Bronze Head, a modern d20 System campaign. The plot will include rules found in the Urban Arcana Campaign Setting, but will come with thorough guidelines for other campaign options, including a no-FX option. Requires the use of the d20 Modern Roleplaying Game and the Urban Arcana Campaign Setting published by Wizards of the Coast, Inc. Released July 2005.
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Keeping track of initiative in games using the d20 System can get complicated. Every GM has a method that he or she favors, but which sometimes lacks in versatility or utility. Initiative Cards provides GMs both with an easy way to keep track of initiative, and a handy reference for all the sorts of information a GM sometimes needs during a game session. Initiative Cards do not replace monster sourcebooks, but they contain all the information needed to track and speed combat.Requires the use of the Dungeons & Dragons Core Rulebooks published by Wizards of the Coast, Inc. Released August 2005.
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Like its spiritual predecessor, the Modern Player's Companion, this book focuses on the material used in character creation and game play designed for use by players but also valuable for Gamemasters. Tomorrows' Foundation provides more character fundamentals for your sci-fi d20 System game. From basics such as talent trees to innovative new options like Environment Packages for characters from alien worlds, we give you the tools necessary to define your hero of tomorrow. Requires the use of the d20 Modern Roleplaying Game and d20 Future published by Wizards of the Coast, Inc. Released August 2005
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Tomorrows' Hero brings theory to practice. Building on the material from Tomorrows' Foundation, we work through methods for building your starting sci-fi hero. Features include step-by-step systems for creating your sci-fi hero with options like mutations and cybernetics; options for bioware, biotech, and genetic engineering; guidelines for creating your own player races (from the near-human to the truly alien); and genetically-engineered, robotic, and alien companions for your heroes. Requires the use of the d20 Modern Roleplaying Game and d20 Future published by Wizards of the Coast, Inc. Released September 2005
Fourth Quarter 2005
Tomorrows' Evolution focuses on options for advancing your sci-fi hero in experience and equipment. Inside, you'll find new advanced and prestige classes; cybernetic upgrades for flesh-and-blood heroes; new equipment, plus gadgets to modify existing equipment; and rules for defining designer drugs. Requires the use of the d20 Modern Roleplaying Game and d20 Future published by Wizards of the Coast, Inc. Released November 2005
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