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The Genius Guide to: the Harrowed is a 3-page PDF (2 pages if you remove the credits/OGL page) for the Pathfinder RPG written by R. Hyrum Savage and published by Super Genius Game. This is the first of Super Genius Games’ Genius Guide line.
The layout is a screen-friendly landscape design, with cover art and 1-column on the first page and three columns on the second. A few minor glitches on the formatting of the template but everything is readable. The only art is the cover piece which is nice and creepy as befits the subject.
The Harrowed are mortals sundered from the web of life by a foul magical spell (called, unsurprisingly, Harrow, a 6th level wizard spell) which is used by a powerful group of wizards to instill fear and obedience. The spell is, of course, included.
The Harrowed are represented by a template which reflects their forced removal from the pattern of life. They become feral, destructive, animalistic. They might even be mistaken for undead, which could cause g ... [TEXT_READ_FULL_REVIEW]
Classement: [3 sur 5 étoiles!] |
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From the Laboratory of the Mad Wizard Shadmar (Revision 2) is a 36-page PDF (32 after cover, OGL and ads) for D20 Fantasy written by Craig Tidwell, Daniel Deadmarsh, David Sanders, Daniel Hodge, Nitehawk Jarrett (though only Tidwell and Deadmarsh get cover credit) and published by Nitehawk Interactive Games. This is part of the Outlandia line of game accessories.
The layout is mostly in the standard clear two-column design which is easy to read (though some of the paragraphs failed to indent). Each of the items is given an illustration, several of which are in full color, the art ranges from passable to good.
The product begins with a brief introduction to where the items came from and the role they can play and well as some notes about the way the cursed items function in general before moving into the meat of the product, the nineteen items themselves: Each item has an illustration, which is good, a full description of the item and its powers and curse and one or two plot hooks ... [TEXT_READ_FULL_REVIEW]
Classement: [2 sur 5 étoiles!] |
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Remarkable Races: the Obitu (Player Character Race) - Pathway to Adventure Edition is a 12-page PDF (10 after covers and OGL) for Pathfinder written by J. Matthew Kubisz and published by Alluria Publishing. This is part of Alluria’s Remarkable Races line which they have been adapting to the Pathfinder/OGL system.
The layout is in the standard clear two-column design. There are five pieces of art in support of the product, all of which is quite nice, very thematic and in full-color.
The Obitu are an unusual race, even among the other Remarkable Races of Alluria, initially created by a necromancer from his undead as a way to confound his enemies. The Obitu look like skeletons but are in fact living creatures in fact they reproduce by “infecting” undead and converting them into new Obitu. It is a unique construction of a race and rife with possibilities.
Next there are six new feats are provided to customize the Obitu. As the Obitu dislike the undead for all they originate from t ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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Remarkable Races: the Muse (Player Character Race) - Pathway to Adventure Edition is a 12-page PDF (10 after cover and OGL) for Pathfinder written by J. Matthew Kubisz and published by Alluria Publishing. This is part of Alluria’s Remarkable Races line which they have been adapting to the Pathfinder system.
The layout is a clear two-column design. There are five pieces of art in support of the product, all of which is quite nice, very thematic and in full-color.
The Muse are an otherworldly race, beautiful and charming, with decorative wings. Their abilities are mystical and based on inspiring their allies, giving minor bonuses and even the ability to reroll under certain circumstances.
Six new feats are provided to customize a Muse further, including one feat that allows them to use their vestigial wings to avoid falling damage and several that increase their ability to aid their allies. A new prestige class, the Golden Muse, which is an inspirational divine class enhancing t ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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Remarkable Races: the Anumus (Player Character Race) - Pathway to Adventure Edition is an 18-page PDF (16 after cover and OGL) for Pathfinder written by J. Matthew Kubisz and published by Alluria Publishing. This is part of Alluria’s Remarkable Races line which they have been adapting to the Pathfinder system.
The layout is a clear two-column design, though there are a few sections where the text is greyed by it closeness to the illustration, this does not overly affect readability but is noticeable. There are six pieces of art, all of which is quite nice, very thematic and in full-color.
The Anumus are a semi-anthropomorphic race (human bodies with animal heads and traits). Well, actually a set of races, created by magic from common animals (and new Anumus are created only by magic, as the race itself is sterile). The background for them makes them surprisingly easy to incorporate into most campaigns, if possibly away from the beaten path, and opens an interesting set of advent ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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D20 Rules Options - Volume 1 is a 24-page PDF (21 after cover and OGL) for D20 Modern / OGL 3.5 written by Brian Joseph Baker and published by Stardust Publications Inc. This product “of D20 Rules Options was created for those Games Masters that wanted to add a level of
more realism into their respective games than the base D20 system typically allows.”
The layout is oddly organized in some places, while it is fairly clean the strange organization and lack of clear breaks between sections makes it difficult to read in places. There is no art only text. It lacks introduction, a table of contents or an index.
As it says, there are rules options here: An Action Point System to aid heroes. Massive Damage Rules including Damage Levels (which impose penalties) with hit locations and called shots, Gangrene as an aftereffect of massive damage, and Trauma Effects by damage type. Sort of a skill based spell-casting system. A Critical Failure system for combat (fumbles anyone?). An outline ... [TEXT_READ_FULL_REVIEW]
Classement: [1 sur 5 étoiles!] |
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The Thinking Races: Freeform Anthropomorphica is an 89-page PDF (87 after cover and OGL) for Pathfinder and OGL 3.5 written by Chris A. Field and published by Otherverse Games. This product is part of the Thinking Races line and it brings wide variety of anthropomorphic (“human-like”) animals to the gaming table.
The layout is two columns and fairly clean and readable. The art is from a variety of artists, much in color, and mostly quite good if tangential to the text. A separate printer friendly text-only version would have been useful addition to the product. Scattered throughout the product is the term ‘mutant’ for the anthropomorphs, probably a holdout from an earlier draft, which is distracting.
Unlike some gamers, I have always liked the use of anthropomorphic characters in RPGs so I am always interested in seeing support material for such. Freeform Anthropomorphica starts with a brief discussion about why use anthropomorphs in games -noting that they already show up in the ... [TEXT_READ_FULL_REVIEW]
Classement: [3 sur 5 étoiles!] |
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The Silencer #4, Created by Fred Van Lente and Steve Ellis and published by Moonstone Books. It is a twenty-eight-page product (two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroic action should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob and now fighting for their own survival against the forces of the criminal Syndicate and its powered enforcers as well as trying to avoid the law. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, and all of them have code names and flashy costumes.
This issue concludes the first story arc begun back ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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The Silencer #3 (“Spree”), Story by Fred Van Lente, Art by Steve Ellis, Dae Lim Yoo and Kurt Marquart and published by Moonstone Books. It is a thirty-page product (two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob to keep down the competition now fighting for their own survival against the forces of the criminal Syndicate and its powered enforcers. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, as all have code names and costumes.
This issue is mostly told in ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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The Silencer #2 (Bitter Fruit Part 2 of 2), Story by Fred Van Lente, Art by Steve Ellis and Dae Lim Yoo and published by Moonstone Books. It is a thirty-page product (three of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob to keep down the competition now fighting for their own survival. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, as all have code names and costumes.
The issue begins right where Issue #1 left off, with the Silencers under attack by the mysteriou ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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The Silencer #1 (Bitter Fruit Part 1), Story by Fred Van Lente, Art by Steve Ellis and Dae Uyoo and published by Moonstone Books. It is a thirty four-page product (only two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers employed by the mob to keep down the competition. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) which is a little amusing as all of the Silencers have bought into the same game, all have code names and costumes.
The comic begins with the Silencers breaking up the drug activities of a rival, and mysterious, syndicate and ends with the betrayal of Cardinal, the team leader, ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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Roman Taverns (Thermopolia) is a 5-page system-less historical reference PDF by Loren K. Wiseman and self-published. It is a description and discussion of the archeological evidence of Roman taverns and how to use versions of them in a game setting.
Thermopolia, like modern taverns, were an important part of the Roman social scene, this product gives a games master the tools to use them in a game. Two different thermopolia are included, both fully mapped out, a small ‘inexpensive’ tavern and a large fancier one. It is a useful product as it shows that such places have always been without but also how they have been different under different cultures and technologies.
The product starts with the description of the small tavern, giving the historical/archeological information we know about the small tavern, how it was constructed and a reconstruction of the floor plan complete with a map. The map is clean and keyed to a numbered description, my only complaint about the maps is that ... [TEXT_READ_FULL_REVIEW]
Classement: [4 sur 5 étoiles!] |
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Voidsparrow: Dept. 7 Advanced Class Update is an 8-page PDF (six after cover and OGL) for D20 Modern/ OGL Roleplaying written by Chris A. Field and published by Scorched Urf Studios. It brings cybernetic guardians of the space ways to a science fiction game near you.
The Voidsparrow is a fascinating concept, self-contained spaceflight and FTL capable cybernetic battle armor permanently boned to an elite guardian caste. It harkens to the Spaceknights of the Rom comic book series and the Silverhawks cartoon of the 1980s. The concept is exciting but the execution could be stronger and better supported and it requires a level of technology that may be too high for some campaigns.
The Voidsparrows are designed for a fairly high tech (or progress) level. Suggestions are made for using them for lower level of development but it does not really fit with the cybernetic technology and the ability to make human-sized space-capable craft that they are dependant upon.
The Voidsparrows are ... [TEXT_READ_FULL_REVIEW]
Classement: [3 sur 5 étoiles!] |
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Fantasy Firearms is a 10-page PDF for 3.5 OGL Roleplaying written by Eric Karnes and published by Scorched Urf Studios. It brings firearms, of a fantasy nature, to the (gaming) table.
If you want to mix firearms with fireballs and pit musketeers against mages, this could be a useful supplement for you. Interesting ideas for those who do not mind pistols with their magic swords and wands but the supplement is very general in scope and may not provide enough information to allow firearms to be easily introduced or integrated into a campaign.
This book talks about firearms and the way the various standard fantasy races view them, dwarves discovered black powder, gnomes are fascinated by firearms and so on. Though, oddly, the first race to use firearms is not discussed.
While pistols, muskets and cannon, along with exotic melee weapons that use gunpowder are statted out, the actual technology of firearms is not discussed. The means used to ignite the gunpowder is simply absent, no ... [TEXT_READ_FULL_REVIEW]
Classement: [3 sur 5 étoiles!] |
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Fantasy Firearms II: Double Barreled is a 17-page PDF for 3.5 OGL Roleplaying written by Chris A. Field and published by Scorched Urf Studios. It brings more fantastic firearms to the (gaming) table.
If you want to mix firearms with fireballs and pit gunslingers against spellcasters, this could be a useful supplement for you. Interesting ideas abound for those who do not mind guns with their goblins. However it does push the technology curve up considerably (in the mid-19th C. in fact) and so may be a technology too far for some campaigns.
This book builds on Fantasy Firearms (also by Scorched Urf) and claims not to need the earlier book but several of the magical firearms have an enhancement that appears in that book though the name of the enhancement -everloaded- gives a good idea how it works. These weapons are designed with cartridge-based ammunition in mind and are revolvers (with speed loaders!), bolt-action long arms and even a clockwork automatic, eleven new weapons in al ... [TEXT_READ_FULL_REVIEW]
Classement: [3 sur 5 étoiles!] |
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