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Heaven & Earth
T H I R D E D I T I O N
ORIGINAL CONCEPT
John R. Phythyon, Jr.
WRITING
Lee Foster, Michelle Lyons, James Maliszewski, John. R. Phythyon, Jr., Lucien Soulban
ADDITIONAL SECOND EDITION CONTRIBUTIONS
Rob Boyle, Danny Budge, Jeff Mackintosh
EDITING
James Hertsch
COVER DESIGN & ILLUSTRATION
Ed Northcott
INTERIOR ILLUSTRATIONS
Cliff Kurowski, Ed Northcott
INTERIOR GRAPHICS
Brandon Hymen
THIRD EDITION PLAYTESTING
Max Cairnduff, Marco Chacon, Doug Clontz, Emma Dalton, Eric Davis, Stephen
Joseph Ellis, Luis Fernandez, Brandon Hymen, Ray Nelson, James Sims, Niall
Sweby
INVALUABLE FEEDBACK
Stephen Joseph Ellis
FIRST & SECOND EDITION PLAYTESTING
Deb Behling, Allan T. Grohe, Jr., Casey Handl, Matt Harrop, Jon Leitheusser, John R.
Phythyon, Jr., Jesse Scoble, Gareth-Michael Skarka, David Brandon Sturm, Scott Wil-
lems
Heaven & Earth Third Edition
is published by Abstract Nova Entertainment LLC, 10633 Bent Tree Dr., Fredericksburg, VA 22407. All text and
game mechanics are © 2004 Abstract Nova Entertainment LLC. All artwork is © 2004 Cliff Kurowski or Ed Northcott. All rights reserved
under international law. No part of this book may be reproduced in part or whole, in any form or by any means, except for purposes of review,
without the express written consent of the copyright holders with the exception of the character sheet.
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small, midwestern town seems like paradise.
People are generally friendly to one another,
the summers are lazy, the lawns are well-
manicured, and white picket fences line many of the streets.
But still waters invariably run deep. If one peels away the
pleasant mask and gazes beneath, a different picture takes
form.
Practically every house that has been standing for more
than twenty years has reported a haunting of one variety
or the other, and some townsfolk tend to be a little bit
quirky. Local legends, wives’ tales, and sightings of the
supernatural abound. In short, Potter’s Lake is a very
strange and unusual place.
The bizarre happenings in this Kansas community are
only symptoms of a greater malady, a cancer that will
consume its host then spread across the world. Something
is brewing beneath this town’s pleasant veneer, and if it is
left unchecked, humanity itself stands at risk.
is similar. The overarching theme of
Heaven & Earth
is
human destiny, specifi cally the battle between free will and
predetermined fate. Characters will discover that there is
more to Potter’s Lake than most people suspect and more
to the universe than anyone realizes. A dark fate awaits
an unsuspecting humanity, but the player characters have
the power to change it – if they can unravel the secrets of
Potter’s Lake in time.
While individual storylines may feature their own
themes, the theme of human destiny should always loom
in the background. Every so often, it should rear its head,
though subtly. This helps provide cohesiveness to separate
and disparate stories otherwise linked only by setting and
characters.
MOOD
The mood of
Heaven & Earth
is largely up to those playing
the game. Some prefer gloom and dread, others a more
lighthearted approach. Some will want their games cerebral
and others visceral. All can work equally well. Whatever
way the game is run, there are three ideas that should be
kept in mind: horror, surrealism and absurdity.
Heaven &
Earth
was written with these three elements in mind.
SYNOPSIS
Welcome to the world of
Heaven & Earth
, a role-playing
game of surrealism, horror, and absurdity. In the small
community of Potter’s Lake, strange things are afoot.
Players assume the roles of ordinary people caught in an
epic greater than they can possibly imagine. They will be
swept into the extraordinary events that plague this town
with frightening regularity. It is up to them to unlock the
secrets of Potter’s Lake and discover the truth of what is
really going on before it’s too late.
A COMPLETE GAME
While
Heaven & Earth
has an overarching plot, the
audience won’t have to wait years to fi nd out what it is.
There is no doling out of information, piece by piece,
over multiple sourcebooks, across many years. Everything
a Gamemaster needs to know about what is really going
on, and where things are headed, is outlined in this book.
Future supplements will provide possible steps and hints
to reaching that conclusion (via new rules, new NPCs,
new adventures, etc.) but are not necessary to run a full,
extended campaign.
DICE
Heaven & Earth
uses an assortment of dice. They are used to
determine if a character succeeds or fails at any attempted
action.
Heaven & Earth
uses 4-, 6-, 8-, 10-, 12-, and 20-sided
dice. One die of each type will be needed. From here on,
these dice will be abbreviated with d4, d6, d8, d10, d12,
and d20, respectively.
CHANGE IS GOOD
THEME
Potter’s Lake and its inhabitants are fairly well detailed
throughout this book. This was done to minimize the
Gamemaster’s workload (by providing a ready-made, ready
to play setting) and to convey the tone of
Heaven & Earth
.
The town’s history, locations, and the quirks of its citizens
The expression of deep human themes and ideas separates
good literature from mindless entertainment. A game
THE ASSUMPTION
The core audience for
Heaven & Earth
is experienced gamers. Therefore, this book will not attempt to provide the
usual “What is a role-playing game” spiel. Itʼs also assumed terms such as Gamemaster, NPC, Initiative, etc. will be
common knowledge to the reader. Any terminology unique to
Heaven & Earth
will be described in this book.
5
W
elcome to Potter’s Lake. On the surface, this
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zanotowane.pl doc.pisz.pl pdf.pisz.pl audipoznan.keep.pl
Heaven & Earth
T H I R D E D I T I O N
ORIGINAL CONCEPT
John R. Phythyon, Jr.
WRITING
Lee Foster, Michelle Lyons, James Maliszewski, John. R. Phythyon, Jr., Lucien Soulban
ADDITIONAL SECOND EDITION CONTRIBUTIONS
Rob Boyle, Danny Budge, Jeff Mackintosh
EDITING
James Hertsch
COVER DESIGN & ILLUSTRATION
Ed Northcott
INTERIOR ILLUSTRATIONS
Cliff Kurowski, Ed Northcott
INTERIOR GRAPHICS
Brandon Hymen
THIRD EDITION PLAYTESTING
Max Cairnduff, Marco Chacon, Doug Clontz, Emma Dalton, Eric Davis, Stephen
Joseph Ellis, Luis Fernandez, Brandon Hymen, Ray Nelson, James Sims, Niall
Sweby
INVALUABLE FEEDBACK
Stephen Joseph Ellis
FIRST & SECOND EDITION PLAYTESTING
Deb Behling, Allan T. Grohe, Jr., Casey Handl, Matt Harrop, Jon Leitheusser, John R.
Phythyon, Jr., Jesse Scoble, Gareth-Michael Skarka, David Brandon Sturm, Scott Wil-
lems
Heaven & Earth Third Edition
is published by Abstract Nova Entertainment LLC, 10633 Bent Tree Dr., Fredericksburg, VA 22407. All text and
game mechanics are © 2004 Abstract Nova Entertainment LLC. All artwork is © 2004 Cliff Kurowski or Ed Northcott. All rights reserved
under international law. No part of this book may be reproduced in part or whole, in any form or by any means, except for purposes of review,
without the express written consent of the copyright holders with the exception of the character sheet.
-
4
-
-
8
-
-
18
-
-
28
-
-
44
-
-
60
-
-
66
-
-
72
-
-
78
-
-
84
-
-
88
-
-
96
-
-
100
-
-
116
-
small, midwestern town seems like paradise.
People are generally friendly to one another,
the summers are lazy, the lawns are well-
manicured, and white picket fences line many of the streets.
But still waters invariably run deep. If one peels away the
pleasant mask and gazes beneath, a different picture takes
form.
Practically every house that has been standing for more
than twenty years has reported a haunting of one variety
or the other, and some townsfolk tend to be a little bit
quirky. Local legends, wives’ tales, and sightings of the
supernatural abound. In short, Potter’s Lake is a very
strange and unusual place.
The bizarre happenings in this Kansas community are
only symptoms of a greater malady, a cancer that will
consume its host then spread across the world. Something
is brewing beneath this town’s pleasant veneer, and if it is
left unchecked, humanity itself stands at risk.
is similar. The overarching theme of
Heaven & Earth
is
human destiny, specifi cally the battle between free will and
predetermined fate. Characters will discover that there is
more to Potter’s Lake than most people suspect and more
to the universe than anyone realizes. A dark fate awaits
an unsuspecting humanity, but the player characters have
the power to change it – if they can unravel the secrets of
Potter’s Lake in time.
While individual storylines may feature their own
themes, the theme of human destiny should always loom
in the background. Every so often, it should rear its head,
though subtly. This helps provide cohesiveness to separate
and disparate stories otherwise linked only by setting and
characters.
MOOD
The mood of
Heaven & Earth
is largely up to those playing
the game. Some prefer gloom and dread, others a more
lighthearted approach. Some will want their games cerebral
and others visceral. All can work equally well. Whatever
way the game is run, there are three ideas that should be
kept in mind: horror, surrealism and absurdity.
Heaven &
Earth
was written with these three elements in mind.
SYNOPSIS
Welcome to the world of
Heaven & Earth
, a role-playing
game of surrealism, horror, and absurdity. In the small
community of Potter’s Lake, strange things are afoot.
Players assume the roles of ordinary people caught in an
epic greater than they can possibly imagine. They will be
swept into the extraordinary events that plague this town
with frightening regularity. It is up to them to unlock the
secrets of Potter’s Lake and discover the truth of what is
really going on before it’s too late.
A COMPLETE GAME
While
Heaven & Earth
has an overarching plot, the
audience won’t have to wait years to fi nd out what it is.
There is no doling out of information, piece by piece,
over multiple sourcebooks, across many years. Everything
a Gamemaster needs to know about what is really going
on, and where things are headed, is outlined in this book.
Future supplements will provide possible steps and hints
to reaching that conclusion (via new rules, new NPCs,
new adventures, etc.) but are not necessary to run a full,
extended campaign.
DICE
Heaven & Earth
uses an assortment of dice. They are used to
determine if a character succeeds or fails at any attempted
action.
Heaven & Earth
uses 4-, 6-, 8-, 10-, 12-, and 20-sided
dice. One die of each type will be needed. From here on,
these dice will be abbreviated with d4, d6, d8, d10, d12,
and d20, respectively.
CHANGE IS GOOD
THEME
Potter’s Lake and its inhabitants are fairly well detailed
throughout this book. This was done to minimize the
Gamemaster’s workload (by providing a ready-made, ready
to play setting) and to convey the tone of
Heaven & Earth
.
The town’s history, locations, and the quirks of its citizens
The expression of deep human themes and ideas separates
good literature from mindless entertainment. A game
THE ASSUMPTION
The core audience for
Heaven & Earth
is experienced gamers. Therefore, this book will not attempt to provide the
usual “What is a role-playing game” spiel. Itʼs also assumed terms such as Gamemaster, NPC, Initiative, etc. will be
common knowledge to the reader. Any terminology unique to
Heaven & Earth
will be described in this book.
5
W
elcome to Potter’s Lake. On the surface, this
[ Pobierz całość w formacie PDF ]