ABOUT THE AUTHOR

I am a regular guy, just like many of you and have always loved creating homebrew worlds for my friends to adventure in. Nomads started out that way but after a while I decided to turn it into a table top RPG for everyone. I have over 40 years of gaming experience and have been a DM/GM more times than I can remember. Hopefully that has translated into an RPG series that you will all enjoy!

NOMADS IS YOUR GAME!

Will you be a hero, mercenary, or villain? No matter your choice, through love or fear, the universe will respect your name!

ABOUT NOMADS

Nomads is a roleplaying game designed by someone with forty years of gaming experience. It is intended to focus on small squads of giant, piloted robot combat as well as player character combat and interaction with an endless possibility of galactic adventures for them. There are several gaming systems in existence in the genre but in this designer’s opinion none of them have the total package of cool and easy character generation along with a user-friendly combat system for both player characters and their robots, not to mention aerospace combat. Here is my attempt at just that. I hope you find your experience enjoyable.

PLAYER RACES

HUMANS

TELARAUNS

ZINTHAMITES

VARGIS

TRIXELS

DUSKARIANS

GREYS

NEPHILIM

FACTIONS

STARTING FACTIONS

Your group decides together, along with the GM, which faction you will be a part of. Here is a brief overview of each.

CONGLOMERATES

The Brennan Conglomerate: Run by President Andrew Brennan. Focuses activities mainly on exploration and the discovery of lost or ancient technology.

The Dumas Conglomerate: Run by Chancellor Myriam Dumas. Focuses activities mainly on colonization of new worlds.

The Alita Conglomerate: Run by Emperor Ameer Alita. Focuses activities mainly on covert subversion of the other conglomerates.

The Hansen Conglomerate: Run by President Royce Hansen. Focuses activities mainly on asteroid and planetary mining.

MERCENARY COMPANIES

Parker’s Paladins: Honorable. Only takes jobs that they deem as a service of good.

Giroir’s Company: Moral free. Takes any job, anytime, no matter the risk or challenge.

Schenck’s Irregulars: Carefully takes jobs so as not to anger a Conglomerate for very long.

Independent: Characters can start their own mercenary company.

PIRATE FACTIONS

Nash’s Marauders: The worst of the worst. Pillages and kills without compunction.

The Red Hand: The most feared and bloodthirsty organization in the galaxy.

Armand’s Assassins: Organized crime syndicate. Their activities are far reaching and dastardly.

ABOUT NOMADS MORE OF EVERYTHING

Welcome, to another edition of Nomads! The original Core Rulebook was meant to be a bare bones way to get our game started. You’re in giant, robotic, piloted war machines and you can also travel around the galaxy fighting space battles, exploring planets and engaging foes, inside and outside of your Nomads. I developed and got a good character generation system up and running, along with easy methods of creating Nomads and Spaceships. I fleshed out a smattering of creatures and NPC’s to encounter so that everyone could start playing quickly. It was a good start but we all wanted more. As I write, I hope that this book satisfies us with the extras we crave. One note of caution though; Everything in this supplement is optional and has the ability to unbalance the standard game. Use with caution, tweak and house-rule as you see fit.

Originally, I planned to have four new, smaller supplements; Psionics, Alien and Advanced Tech, More of Everything and Bishops. I have decided to combine all of these into this book which includes an adventure module titled Lost Horizon, with a future book detailing one of the Brennan Conglomerate’s secondary worlds, to include in-depth adventuring locales and NPC’s.

ABOUT NOMADS MAGNUM OPAS

Nomads Magnum Opus is the third installment in the Nomads universe. It has much of the original material, from Nomads and Nomads More of Everything, streamlined into a better format. Tables have been combined and reworked for quicker reference and creatures have been revamped with new abilities, and a more reader friendly informational layout to make things easier for the players and Gamemaster. The planet Valorus, and especially its frontier city, Deep Orleans, have been fleshed out in great detail to provide a fun and exciting locale for character downtime as well as adventuring areas, a plethora of encounters, NPCs, and things to do while in town and on the mostly untamed planet. Deep Orleans can make a great base of operations for your player characters as they navigate political intrigue, dangerous assassins, planetary exploration, and so much more. You’ll be able to run an entire campaign based there if you choose, with your players able to get into new and different forms of excitement and trouble every game night.

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