It's 28 pages of crunchy goodness.
Chapter One: The Hidden Masters
The basics of the campaign --- larger-than-life heroes in a struggle against a secret cabal of immortal masterminds. Think Planetary meets Wold Newton. Also includes the Chosen, a new template for heroes destined for greatness.
Chapter Two: Epic Basics
Rules extending the basic classes to 20th level, with new epic talent trees and bonus feat lists, and general rules on epic level, 20 Modern style.
Chapter Three: Epic Feats
A whole slew of them, along with a list of feats from the Epic SRD that can be used as-is.
Chapter Four: Epic Prestige Classes
- Some new epic prestige classes. Unlike most prestige classes, the hook here is not so much what the hero can do...it's why he does it. Allegiances are the most imporant prerequisite.
The Adventurer - In pursuit of fortune, glory, and danger
The Avenger - Searching for the Big Payback
The Champion - Dedicated to a personal code or cause
The Discoverer - Uncovering mysteries of man and nature
The Mentor - Training the next generation of heroes
The Paragon - Seeking to perfect his own abilities
- The Legacy, a non-epic prestige class for heroes following in the footsteps of giants.
- The Immortal, the prestige class that put the infinite in Infinite
Chapter Five: Campaign Options
Thoughts on optional rules --- psionics, ultratech, magic, mutations --- and ideas for running Infinite as a stand-alone or as an add-on to any ongoing campaign.
DanMcS --- Most of the special abilites fall somewhere in the Doc Savage / Jet Li / Batman range. This isn't supers --- it's the peak of human abilities. No breaking the laws of physics, but you can bend the hell out of them...