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The quality of the line art is nice, but not quite "stock" enough. Unless you specifically design a product around the art, hard to find uses for some of the pieces that have really...imaginative...characters.
| Classement: | | [4 sur 5 étoiles!] |
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And what wonderful secrets they are!
The new 4e supplement by Reality Deviant Publications is a promising new book featuring pirates, elementalists, clockwork horses, steampunk elements and… Otter Men?!
Yes, this supplement has all this, and so much more.
The city is definitely a “wretched hive of scum and villainy” type location, so if that’s what you’re into, it’s definitely for you. The first section covers the four parts of the city, all brilliantly mapped, detailing dozens and dozens of NPCs with Monster Stat Blocks, even though you’ll probably never fight most of them. It’s nice to have the stats right there, however, just in case.
Chapter Two details the races of Scarrport, including racial powers and feats for each. One race, the Ghodon is descended from giants, much as the tieflings are descended from demons and the genasi are descended from elementals. There are the Gremlins, who are exactly how they sound, little creatures that look exactly like the Gremlins in the movie of the same name.
Otterkin are a race of otter men, which seems strange, but if you consider that they’d fit right in on a pirate ship, they’re definitely worth looking at.
Chapter Three introduces not only a new class (Elementalist), but a new Power Source as well (Elemental. Surprise!). The elementalist is a Striker who uses the elements and elemental chaos to turn the very world itself against their foes. Overall, I think they look like a fairly balanced class.
This chapter also introduces some paragon paths and a couple of Epic Destinies. My favorite paragon path is the Gunslinger, who is a master of the pistol. Speaking of…
Chapter 4 introduces new special equipment including… firearms! Looking over these rules (compared to others I’ve seen online), I think these are very balanced. They also introduce the Clockwork Horse for a measly 75 gold. It’s something EVERY adventurer should own. They just LOOK awesome.
Chapter 5 involves new creatures and hazards, some of which are very creative and can be dropped into any game. My favorite are the clockwork monsters, such as the Clockwork Destroyer, Clockwork Behemoth, Clockwork Soldier and Windup guard.
There are 3 appendices, one is an adventure (The Iron Lumberjack, for low-level heroes), the second is a group of encounters around Scarrport, and finally, rules on Games of Chance in Scarrport, an excellent little addition that certainly didn’t need to be in the book, but I’m incredibly grateful it is.
Finally, there’s an extensive 3-page index in the back.
I am really looking forward to seeing this book implemented in a game. I just HAVE to play a character in this city, and you all should too.
| Classement: | | [5 sur 5 étoiles!] |
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OGL Golf
From: Reality Deviant Publications,
Reviewed by: Ron McClung
OGL Golf is a new OGL Rules Supplement from Reality Deviant Publications.
Once again, I have to say ... I thought I had seen it all. Every time I think that, something else comes out that is even more "interesting". OGL Golf is a cute little PDF that takes the OGL/d20 rules and allows you to play a round of golf at the RPG table.
From the website:
“So if it's raining and you can't make your Tee-time, or you want to add a bit of wackiness to your D20 game, check this pdf out!”
The Introduction of the PDF explains that the game of golf is simplified in these rules and that it is the intent of the rules to play a full round of golf without resorting to a single skill check roll. The game uses three clubs - Driver, Wedge and Putter. Distances are reduced to allow for use on reasonably sized maps.
Opening the PDF, the author begins by explaining the stats and the point ranges the stats "will have." I am already confused. There is nothing telling you how to actually create the character. I assume there is a starting number of points to spend on stats, but there is nothing telling me this. Either that or you start out with all stats at zero and your first few tournaments are all based on dice rolls until you can level up.
There are four stats - Driver, Wedge, Putter, and Golf Balls - and each have subcategories - Insight, Enhancement, and Competence. I am not entirely sure where these stats come into play. Depending on what club you are using, you make a specific die roll, do some simple math and determine the distance you hit the ball. A roll for direction also is made. This, of course, is plotted out on the course map.
From the website:
“Zap your opponents golf club with a disintegrate spell in a Kings tournament! ”
You gain experience through tournaments. Tournaments are 5 holes (1 par five, 2 par fours and 2 par threes) and you can gain between 1 and 10 points from them. The game defines 12 character levels. There are some simple special rules governing obstacles and weather conditions. There are also Player Focuses which act like simple feats and a conversion section for people that want to integrate this PDF into their d20 game as well as feats that can be used in d20. It ends with a couple of nice course hole maps.
In conclusion, this PDF, although somewhat imaginative, is also somewhat silly. It is only remotely OGL, using some common terms with d20. As I read through, I was less and less inspired by it. I like golf and have played some myself but I really do not see myself using this set of rules. The rules are very poorly explained and I could barely get through the PDF without getting completely frustrated. It's an interesting idea but poorly conceived and put together. For example I could not find any direct correlation between the stats/subcategories and the dice rolls. Also, I did not know how many points I could spend up front. I simply did not get it.
For more details on Reality Deviant Publications, and their new OGL Rules Supplement “OGL Golf” check them out at their website http://www.realitydeviants.net.
| Classement: | | [2 sur 5 étoiles!] |
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A Touch of Evil: Antagonists in Your Campaign Vol. 1: Orcs
From: Reality Deviant Publications
Reviewed by: Ron McClung
A Touch of Evil: Antagonists in Your Campaign, Vol. 1: Orcs is a new d20 Fantasy PDF Sourcebook from Reality Deviant Publications.
A Touch of Evil: Antagonists in Your Campaign is a series of short PDFs devoted to providing ready-made bad guys and opponents that a GM can drop into his campaign. Volume 1: Orcs, as the title implies, deals with a very common antagonist - the Orc.
From the website:
“Is your gaming group tired of facing the same old Villians?”Taking an interesting position that the Orc is suffering from "bad P.R.," the author sets out to convince you that an orc is more than just a pincushion for your characters to poke swords and spears into. The orc villains include the wondering orc ranger, Grauk Splintershield; the crafty rogue, Ug’rach Bloodfist of the Ghostwalkers; the murderous half-orc, Zurl Blacktooth; and the terrible half-dragon orc, Molok Spinebreaker with his insatiable appetite for destruction. Each is detailed with a background, and their levels range from 4 to 12. There are a total of 6 NPC orc antagonists. Each NPC also has side notes from the author on suggestions for using the particular villain in your campaign.The art and layout is not bad and reasonably professional in appearance. It does not detract from the work and in some cases does adds some to it. Of note is the particularly nasty-looking depiction of the Half-dragon Orc. The cover art is well-done and atractive.
From page 2:
"Edmund Burke said, 'All that is necessary for the triumph of evil is that good men do nothing.'”I
n conclusion, aside from the slight political grand-standing and American-historical angst that the writer displays in the introduction, this PDF series has potential. It can be a relief to a GM to have a variety of NPCs at his disposal. The layout is professionally done and the art is pretty good. There is a lot of imagination put into this as well.
For more details on Reality Deviant Publications and their new d20 Fantasy PDF Sourcebook “A Touch of Evil: Antagonists in Your Campaign, Vol. 1: Orcs” check them out at their website http://realitydeviants.net.
| Classement: | | [3 sur 5 étoiles!] |
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A well-considered species and culture, with some interesting technology, designs, and really nice spaceship illustrations. They seem to have inexplicably caught the drow's ailment that prevents anyone else from using their gear.
| Classement: | | [4 sur 5 étoiles!] |
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I agree that Interface Zero is certainly the best treatment of the cyberpunk genre I've seen in OGL, and I happen to like the True20 mechanics. I'd like to see more mecha / Bubblegum Crisis elements and information on the wastelands in future releases.
| Classement: | | [5 sur 5 étoiles!] |
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Shadows of Cthulhu for the true20 game line is a great start for cthulhu to true20 so have fun with it. :]
| Classement: | | [5 sur 5 étoiles!] |
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This is a cyer puke game for the true20 game line and it a great game for new GA ST ane DM to play have fun with it.
:]
| Classement: | | [4 sur 5 étoiles!] |
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I am very satisfied with the art in this pack, especially for such a low price. There is two drawings in my opinion, that are not of the quality of the others, but at 2.50 $, I don't see it a problem anyway. I am glad to have found this little gem.
| Classement: | | [4 sur 5 étoiles!] |
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Yet another $1 mecha that provides some solid info on design, weapon systems and balanced d20 stats but still falls short in the artwork category.
What art there is, is composed of the cover, a small B&W photo of the same pic of the mecha later on, and a full page spread at the end of the mecha recolored a teal & turquoise in a mirrored reprint of the covers pic. (which isn't exactly outstanding artwork)
(and it's only 6 pages not of game material 7, the last page is used up with license info having no game related text)
For a single $1 you could do much worse, but still I was expecting a little more art work, maybe separate thumbnails of the weapon systems or a pic of the mecha in a different pose. As it is the mecha is worth closer to .75 cents.
Quality of Text: Satisfied
Quality of Artwork: Disappointed
Price: More than I felt it was worth
| Classement: | | [2 sur 5 étoiles!] |
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A rather interesting mecha that would fit pretty well into any d20 game setting that uses such things along with a short bit of fluff text surrounding it's design and purpose within the game world.
Mainly where the piece falls short is artwork, namely the utter lack there of beyond the cover and a small B&W photo near the end of the book. (and technically it's only 6 1/2 pages not 8, the last 1/2 of the 7th is wasted and utterly blank, (would've been a nice place for a larger pic of the mecha or form a different angle) and the 8th used up with license info having no game related text
I admit it's only $1 but still I was expecting a larger full page layout of the mecha maybe from a front on angle or higher resolution pic at least for that price. As it is the mecha is worth closer so .50 cents, maybe less.
Quality of Text: Satisfied
Quality of Artwork: Ripped off
Price: Overpriced
| Classement: | | [2 sur 5 étoiles!] |
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Interface Zero, a True20 Adventure Roleplaying campaign setting by Matt Conklin, Hal Maclean, Patrick Smith and David Jarvis, published by Reality Deviant Publications. It is a 165-page product (160 after covers and OGL) with a clean layout though there is a smattering of “see page XX errors.” The cover is a full color piece to set the cyberpunk mood while the interior art is B&W but thematic.
Who says cyberpunk is dead? Interface Zero is a noble effort to keep the genre alive . . . at least for roleplaying purposes.
The book begins with a piece of fiction and then glossary of terms, skim them first, it will help to understand what follows. Next come history of the future charting the evolution of the Interface Zero future, it is a year by year chronicle of events from 2011 to 2088, when the game is set. Various sidebars explain the most important events and changes in more detail.
With Chapter Two, Hero Creation, the system starts becoming integrated with the setting. It starts with advice on how to build a place in the campaign for your character. New backgrounds linked to the setting are made available: cultural ones such as conglomerate raised or ganglander, biologicals ones such as the improved human 2.0 or those gene-spliced with animals or technological ones such as simulacrums (created humans) or AIs. Six new roles are included, each with a specific place in the IZ future: Hacker, Icon, Martial Adept, Rake, Technician and Tough. Several new feats are provided, covering both technological and societal options, even a few combat related ones. A good chapter with many new and interesting options for characters.
Chapter Three explores the World in greater detail. Giving an overview of the regions of the world and highlighting a few important areas in each one. The world of IZ is quite different from ours, the US has shattered into smaller states, Africa is an up and coming power, China is ruled by the New Mandarins and Japan by the Techno-Shogunate. Opportunities for adventures abound in 2088.
Chapter Four gets into mechanics, the major portion being on how to run and envision the omnipresent virtual world and “the Deep,” this includes programming, hacking and information gathering. Equipment is also included in this section from chain-swords to powered armor, from hover bikes to high fashion, cyberware and bioware.
Chapter Five is advice for narrating the game and includes good, sensible advice, nothing really new but useful for new narrators and to review for experienced ones. What is most important is that it talks about the styles of play for the IZ setting, suggestion for themes and tricks to enhance play. A solid chapter. Chapter Six provides premade adversaries and allies, very useful. An Appendix lists inspirational media and a character sheet rounds out the product.
Interface Zero is an excellent cyberpunk/post-cyberpunk worldbook and a most interesting read for those who like the genre. If such a setting interests you, give Interface Zero a try.
| Classement: | | [4 sur 5 étoiles!] |
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R�ponse Editeur: |
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Thanks so much for your review!
We're very happy you liked Interface Zero.
We're currently working on revisions (including those "see pageXX" errors that slipped past us) and compiling errata. When we have found everything I'll be uploading a revised version, complete with a much needed Index
Thanks again!. |
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Reign of Discordia, a True20 Adventure Roleplaying campaign setting by Darrin L. Drader and published by Reality Deviant Publications. It is a 137-page product (134 after covers and OGL) with a clean layout even against the color watermark that graces most pages. The cover is a full color piece evocative of classic science fiction while the interior art is spare but thematic.
What happens after an empire falls apart? The product looks at that question. The Stellar Imperium has collapsed under pressure from the “barbarians” outside as well as from corruption from within. It has been five years since the fall, will the worlds rebuild, fall apart or even survive?
The book begins with a history of the future charting the rise and fall of the Stellar Imperium leading to the present situation. A brief overview of commerce, communications and technology is provided. Chapter Two looks at some of the major worlds, including Earth, which are given a brief look providing a wide range of potential places to set adventures.
With Chapter Three, Character Options, the system starts becoming integrated with the setting. It starts with seven races (including humans), among them the aquatic shellfish-like Relarra and the insectoid Tallinites. Next are eight class variations, including the psionic using Mentalist, and seventeen feats for the setting. New equipment, including weapons and armor, and environmental effects such as gravity, radiation, atmosphere and lack thereof round out this chapter.
Chapter Four outlines some of the most important organizations which can serve as allies or enemies in a campaign, ranging from navies to mega-corporations to criminal combines. Several generic NPCs from various of the organizations are presented for easy use.
Chapter Five brings starship combat to True20, not that such combat is necessarily a central aspect in every Reign of Discordia campaign, but rules for such are still good to have available. Chapter Six is all about how to build starships from fighters to dreadnaughts with example ships of all sizes.
The final chapter provides a setting, Rover’s Beacon, in some detail. Rover’s Beacon is a large space station and major transfer point as well as a base of operation for several groups of raiders. A useful setting and jumping off point for a campaign.
A strong, if loosely organized, setting based on a good and intriguing idea. After all, what does happen after the Evil Empire is defeated? However, some adventure seeds or even a short introductory scenario would have helped to hook players and game masters both into the setting. A worthy addition to the range of True20 adventure settings.
| Classement: | | [4 sur 5 étoiles!] |
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There are only a handful of images here, and the "tiefling look" figures prominently, which is actually a good thing because of their importance in the newest iteration of D&D. That said, I loved every illustration and plan on using them all in my upcoming product. The style is classic black-and-white sword & sorcery, but evocative and works well with some figure images and half-page "event" shots...I especially like the one in the jungle with the pyramid in the background. Great stuff!
| Classement: | | [5 sur 5 étoiles!] |
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Heroic Toolkits: Vehicles is a source book for True 20 role-playing game. Overall, I think that the book is pretty, but lacking in substance. Here are a couple of examples: In the supernatural vehicles section it mentions that a vehicle could have the ability to "blink" but doesn't say how far something can "blink", how quickly the power activates, and if you need to be able to see the destination. Also under the supernatural section it mentions that a vehicle can have elemental resistance but doesn't say how this works in the game. Does the vehicle gain +4 to saves vs. that particular element? Or is it completely immune?
Also, it says that clearly a machine gun should not be allowed to hurt a battleship, but what about things in between. How big does a weapon have to be to hurt a tank? I would have liked to see something that made it a little easier for GMs to determine what weapons can hurt what vehicles. Not all of us really know how tough a tank is.
This book has a lot of interesting ideas but seems to be a bit short on game specifics. If you are looking for a book to give you a lot of ideas about vehicles, but are ok with house-ruling a lot of things, then this is a good book for you.
| Classement: | | [3 sur 5 étoiles!] |
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