Introduction into the world of Degenesis, its Cultures, Cults, and the history of the world
Featuring two A3 sized maps including Europe and Africa, and the Protectorate
Fully revised rule system, featuring new game concepts, improved Character Creation, flexible Ranking-System, Potentials
Fully revised combat systems: “Primal” & “Focus”. New mechanics for enhanced group play options
Bazaar introduces over 130 unique Cult Weapons and Equipment, Scrapper “Slotting & Salvaging" systems, "Weapon Slots & Modifications" and much more
Fully revised system for using Burn and other enhancements
8 Major Enemy Factions, 21 featured Clans, dozens of minor Enemies
Storytelling Chapter featuring tooltips and help for crafting unique campaigns in the world of Degenesis
Embargo establishes a unique adventure to introduce new players to the Rebirth Edition
The Baptist Altair is dead, killed in Lucatore, an Anabaptist stronghold in the Purgan Alps. Yet this mountain village is much more than a crime scene, it was his seat of power. Here in the mountains, his stellar rise through the ranks of his Cult began. Someone has to shoulder the inhuman task of unraveling the coil of guilt, hatred, and upheaval that Lucatore has become tangled in.
Ignoring the mourning period, the Cults send an independent commission of investigators across the Alps. There, they are welcomed the Purgan way. Unfriendly looks, locked doors, faces gazing into emptiness without saying a word.
The members of the commission will have to quickly find a way to stay afloat. Otherwise, they will drown in this flood of conspiracy and resentment. Welcome to Lucatore!
This book leads new players and seasoned veterans alike deeper into the world of DEGENESIS.
“OIL & FIRE“ describes Northern Purgare and the city of Lucatore — the starting point of the campaign.
“SINS OF THE FATHERS“ details the events leading to the murder of the Baptist Altair and introduces the various factions and antagonists.
The adventure “IN THY NAME“ is designed to enhance familiarity with the world of DEGENESIS as the Players try to hunt down the killer.
The last chapter, “BLOOD LEGACY“, contains material that will help Game Masters continue the campaign on their own own.
Welcome to Franka. It’s the year 2596. Death lurks in the shadows of the swamps and hatred breeds in the hearts of the envious. To the north, spores fall from the sky, to the south, there are rumors of war. For ten years, Lady Luck has smiled on Hamza and inspired the Raider to ever-riskier endeavors. However, the frenzy of success draws enemies into the orbit of the Neolibyan Raider. They lust for his wealth, his power, and his reputation. In their eyes, Hamza bleeds out the land; he is the source of the depletion of Franka and needs to die.
The chainsaws are well oiled, the revolvers are loaded, and the rage burns. The smell of an imminent rebellion mingles with the salty sea breeze – one spark, and the time of peace will be over. Forever.
This book reveals the details of the machinations on the southern coast of Franka and leads experienced Players even deeper into the world of DEGENESIS.
208 Pages, Full Color
“GOLD AND ARTIFACTS” describes the region, the country, and its people including Toulon, the pivotal site for the events of the adventure and starting point for upcoming campaigns.
“THE SERPENT’S NEST” examines the abysses of the human soul in all of the parties involved and takes a closer look at the dramatic developments to come.
The adventure “OPERATION MIRAGE” throws the Players right into the inferno of terror and violence.
The last chapter “DAY OF THE PHOENIX” ties up loose ends and leads the characters deeper into a vortex of vindictiveness and bloodlust so that Game Masters can continue the campaign on their own.
THE KILLING GAME is a mixture of adventure, sourcebook and background information, all rolled into one book that offers material for countless gaming sessions on the banks of the Rhône and ties into past and future stories set in the world of DEGENESIS.
Briton. The end of the world. A rugged coast, a free people. Anabaptists and their chapels, as far as the eye can see. Wheat is in full bloom and peace hangs over the land like a benevolent veil.
The influence of Souffrance is but a distant echo. It is a place defined by its legends. But whosoever wipes away the dust of the story, quickly discovers that a web of unhealed scars lays hidden underneath. An invisible threat is on shore leave.
For five hundred years it has been waiting, relentlessly biding its time, snaking along the coastline.
Now the moment has come, and it can finally leave the water.
This book contains the truth about northwest Franka and the sixth Chakra, as well as the machinations of the Marauders. It offers new possibilities for seasoned Players to unravel the mystery of Jehammed’s Will.
278 pages, Full Color
The chapter "STARFIRE" introduces Briton's epic history, describing the country, its people, and their conflict with the Primer spawn. It also sets the scene and describes the starting point for the present story.
"BURNT IDOLS" unleashes the destructive forces hidden in Briton and sheds light on the dramatic events unfolding in the background. The adventure "BLACK ATLANTIC" sends players on a merciless odyssey through Briton, where they are confronted with dangers of past, present, and future.
"THROWN TO THE GODS" provides a brilliant end to the campaign and details what is to come.
BLACK ATLANTIC combines the strengths of a regional sourcebook containing a wide variety of background information with an exciting scenario that can instantly be played. It lays the foundation for one-of-a-kind gaming sessions on the northwest coast of Franka. At the same time, it ties up loose ends of previous narratives and foreshadows approaching events in the world of DEGENESIS.