D20 MODERN MENACE MANUAL PDF

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Goodreads helps you keep track of books you want to read. Want to Read saving…. Want to Read Currently Reading Read. Other editions. Enlarge cover. Error rating book.

Refresh and try again. Open Preview See a Problem? Details if other :. Thanks for telling us about the problem. Return to Book Page. Preview — d20 Menace Manual by J. Wiker ,. Matt Sernett Goodreads Author. Eric Cagle. Designed for use with the d20 Modern Roleplaying Game, the" d20 Menace Manua"l presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game.

It contains extensive real-world information, including information about existing organizations such as the CIA and write-ups of well-known mythical creatures such as the yeti Designed for use with the d20 Modern Roleplaying Game, the" d20 Menace Manua"l presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game.

It contains extensive real-world information, including information about existing organizations such as the CIA and write-ups of well-known mythical creatures such as the yeti and sasquatch. Adversaries for all levels of play are available, as are various allies, and there is extensive information on organization and factions that heroes can either join or combat. Get A Copy. Hardcover , pages. More Details Original Title. Friend Reviews.

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Sort order. Start your review of d20 Menace Manual d20 Campaigns: d20 Modern. Oct 18, Max rated it really liked it Shelves: roleplaying. There's also a whole chapter of pre-statted normal humans similar to the much later NPC Codex Paizo did for Pathfinder and a chapter on factions. The monsters that are here are a pretty nice mix. There's a bunch of cryptids, including Bigfoot and Nessie but most importantly for me, Mothman, as a whole species. There's some fantasy stuff, including monsters that make use of the ethereal plane and a discussion of how world governments want to take advantage of this plane shifting ability for assassinations and covert ops.

There's some sci-fi creatures, mainly various aliens such as grays and foo fighters. And there's even a few weird combinations, like the evil undead grays. The NPC section is functional but dull to read, aside from a few gangs of premade antagonist groups. Some of fun, but two of them exist to hunt down the PCs, which seems like boring and bad design.

The last section is definitely the most fun to me, because it's a whole big collection of different factions. There's a nice mix of real world stuff FEMA, the CIA, the FBI and made up things, such as an institute that prepares the Earth for the apocalypse and a group of insane cultists who want to blow up everything.

There are also some groups clearly inspired by real world conspiracy theories, like a Satanist church and the UN's secret black ops army. The factions include details on their history, how to use them in a campaign, and a sample of a typical members.

I like the idea of including maps of common encounter sites, but the repeated use of boats is a bit lame. Plus, only a few factions have info on how to use them in the various campaign models from the core book. Still, there's a ton of stuff to play around with in this chapter, and I like the advice of creating a sort of pantheon of factions - a GM should limit themself to using only some factions with strong connections rather than throwing them all together at random. All in all, this is a pretty good book, and does a fair bit more to inspire me than the core book did.

I just wish that there had been sequels, because I feel that there would've been a lot more factions and cool monsters to cover. Dragonwhispers2u rated it it was ok Sep 30, John rated it liked it Aug 11, Jason rated it really liked it Feb 23, Damian Esteves rated it really liked it Apr 16, Jonathan Duncan rated it it was amazing Nov 27, Gregory Adams rated it liked it Apr 26, Noah rated it really liked it Jun 10, Michael rated it really liked it Jul 27, Kingcrowley rated it really liked it Jan 08, Thomas rated it really liked it May 15, Michael Raatz rated it really liked it Dec 25, Travis rated it liked it Sep 28, Marc Jentzsch rated it really liked it Feb 05, Michael rated it really liked it Dec 31, Daniel Russo rated it really liked it Dec 04, Micah rated it really liked it Sep 27, Ray rated it it was amazing Dec 08, Strahinja rated it liked it Jun 11, Janus rated it liked it Mar 24, Jett Cat rated it it was ok Jun 19, Lucifer J rated it it was amazing Mar 30, Anthony Hinde rated it it was amazing Jan 18, James Bowman rated it liked it Sep 09, Leon rated it did not like it Jan 12, Kyle Winter rated it it was amazing Aug 09, Adam rated it liked it Apr 19, Jesse De Angelis rated it it was ok Feb 07, Tad Kilgore rated it it was ok Nov 30, There are no discussion topics on this book yet.

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d20 Menace Manual (d20 Campaigns: d20 Modern)

Designed for use with the d20 Modern Roleplaying Game, the d20 Menace Manual presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game. It contains extensive real-world information, including information about existing organizations such as the CIA and write-ups of well-known mythical creatures such as the yeti and sasquatch. Adversaries for all levels of play are available, as are various allies, and there is extensive information on organization and factions that heroes can either join or combat. It was published in September Continuing d20 Modern. It would be followed by the third "core" book for d20 Modern : the d20 Weapons Locker

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