Magic & Machina

Introduction

It is the dawn of a new era. After many centuries, humanity is ready to reclaim the land lost to wars & wanton sorcery. Explorers seek out ancient relics and secrets in lands lost to time. Pioneers make their stand against the feral lands. Technomancers strive to create and innovate, eager to test their constructs.

Amidst these, this age is far from the golden one foretold. Cultures long separated see rivals rather than neighbors. Primordial threats seek to stomp out civilization before it could flourish. And the lands themselves, tortured & twisted in the last wars, retaliates against its defilers…

Setting

The Darkwind campaign is set mostly on the continent of Wrath, the largest continent in the world. Centuries after the Primordial War, humanity is ready to reclaim the lands lost to them. Armed with the tools & talents developed during over the years, humans go forth to make their mark in the land.

This serves as a guide for the Darkwind campaign, an AD&D campaign converted to Mutants & Masterminds 2nd edition. The goal of the conversion is:

  • Merge the relative simplicity of AD&D with the rules of D&D 3rd ed.
  • Create characters as the player & GMs imagine them, thanks to the flexibility of the M&M system.
  • Inject a more steampunk feel into the game.

The Rules