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My review is based on my involvement with the product, rather than the product itself, in that I have not used the module for its intended purpose. However, I am one of the contributing artists for the product, and know the visuals, at least, rather well! I feel the product looks superb, and Chris Dias is a pleasure to work with. I give it a full five buttons...
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NeuroSpasta looks like its going to be an excellent cyberpunk campaign setting, one obviously inspired by great anime like Ghost in the Shell and Appleseed, as well as computer games like Dues Ex. I'm looking forward to the full release. I'm not even much of a D&D 4th fan, but I really like the twists Dias Ex machina has put on the rule set. Just an aside to the authors: lower the opacity of the 'circuit' page borders, please. Those things are so dark they're very distracting.
CHRIS
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Publisher Reply: |
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The full game has been released. We'll address the page border opacity with the next update. Thanks for the positive comments. |
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So this is not a proper review yet since I just received this but I wanted to give a five-star shoutout to all the folks at Dia Ex Machina for putting this out. I've been looking forward to this ever since it was mentioned in Ultramodern4 & I will be using up a lot of my spare time reading & digesting this. Hakcing for 4thEd - Hells yeah!
Review to come later....
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Ultramodern 4 is a sci-fi rpg and you are going to need Dungeons and Dragons 4 editions rulebook. Now, this book was written before Essentials in mind, so just remember that. Also, this book is a mixture of D20modern and D20future.
The ladder system is a much more robust version of WoTC’s themes. The seven ladders look like classes and give option all the way to level 29. The ladders and class can almost seem like an easier version of multi-classing. Also, the ladders are a source of enhancement bonus.
You don’t have as many powers for classes in this game compare to 4th edition, but the ladders make up for it. There are eleven classes, and along with the ladders you can still multi-class like in DnD 4th edition. There is a lot of optimization for your character.
The class of the specialist I felt that many of the powers could have been gear. He is the combat medic, and the powers are named after drugs, but that is easy to house rule. You can always use the powers, but less potency than the Specialist.
I really liked the way the powers were written in this book as they don’t feel like the same powers. As you know DnD 4th edition was plagued with, and the powers can be pretty entertaining as hell.
Now this game does not have rules for cybernetics or space travel, but what it does have will keep you busy for a while. It has different levels of range weapons and armor which can be collection of rifles to laser and tactical vest to power armor. I know the upcoming book Neurospasta is going to have cyber rules, so be on the lookout. Most of the equipment rules have to deal with weapons and armor. Also there is a tech level, so you can decide how far into the future you want this.
One of the bad things I have to say is the PDF book marks a name just Ultramodern4 chapter one, Ultramodern4 chapter two, and so on. The contents pages have no links to them either. For these omissions, I give 4 out of five stars.
I really can’t wait to get a game together for this game and really put this system through its paces. I do go a little be more in depth about it on my YouTube channel.
http://www.youtube.com/watch?v=Mb0oLf86YLc&list=PLi3QsKz s_6sJhXmgEp5yFRi8FTf4fN_Wr&index=3
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First of all, let me say that Amethyst Renaissance is a superb product, lavishly illustrated and full of awesome content. It is one of the very best RPG settings I've read and the best supplement for the Pathfinder game system (with the Midgard Campaign Setting from Kobold Press).
So, why the bad rating? Well, I bought the hardcover printed book.
Had I bought a PDF, I certainly would have rated Amethyst Renaissance a shiny 5/5. Sadly, the printed product barely deserves a 1/5.
The binding is correct and seems solid, though both covers tend to bend naturally toward the outside of the book. I would rate this just one step lower than traditional (non-POD) binding from most rpg publishers.
The glaring problems lie with the print job. The printing is so dark it is often impossible to see anything of the illustrations. It is plain ugly. I could do a better job with my personal laser printer and this is definitly not professional quality printing.
I received this book some time ago, and took the time to read it before posting this comment. The content is really good and Dias Ex Machina can be proud of the work done. But even then, I can't rate it better than 1/5. The final product delivered through Drivethru is a complete shame.
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Publisher Reply: |
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Thank you and we appreciate the praise. If you'd prefer, we'd love to offer you complimentary PDF. I would like the opportunity to earn those four stars back. |
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UM4 incorporates some of the richness from 4e, deep character customization, rich combat tactics, easy roleplaying rules ... all in a modern context were you can use modern or futuristic weapons and armors.
To say it simple, it's the d20 Modern of the 4th edition.
My only complain is that the PDF's doesn't contain the erratas.
... and maybe that it don't come with a setting. Neurospasta isn't coming fast enough XD
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UM4 se podría simplificar como la versión de d20 Moderno para la 4 edición.
Su creación de personajes es profunda y compleja - en el buen sentido - y permite la creación de casi cualquier concepto de personaje. El combate, como en el típico escenario de 4e, está lleno de estrategias y tácticas que le dan una sensación única en el genero y dan una satisfacción difícil de encontrar en otros sistemas.
Los roles de las clases están mas difuminados, no esperes encontrar clases claramente delimitadas a un rol especifico (defensor, controlador, etc) si no que cada cual toma un poco de cada lado. Por no decir, que si quieres puedes crear un personaje que no tenga ni un poder de daño (aparte de los ataques básicos, claro).
El sistema de Ladders le da una vuelta de tuerca mas a un sistema de creación estupendo.
El sistema de Ladders se podría definir como subclases que añades a las clases reales, de los que puedes sacar características adicionales o poderes para sustituir. Son como la esencia de cada personaje ... eres un listillo? quizá un veterano? o quizá un líder nato? ... al ser combinadas con las clases le añaden un toque especial.
No es lo mismo un Faceman con la ladder de Runner (que seria como la cara del grupo que se da por patas cuando las cosas salen mal) que un Faceman con la ladder de Warrior (que si la diplomacia falla lo termina a ostias).
El sistema es completamente compatible con las normas existentes de 4e. Quieres dotes, monstruos, clases o razas de los libros básicos? No hay problema. Monta tu Urban Arcana (o Shadowrun) mezclando normas como un campeón.
Mi única pega (y por lo que no le doy un 5) es que el PDF no viene con las erratas corregidas. Lo que actualmente no es muy perdonable.
Y quizá que no tenga escenario ... estoy ansioso para que salga el escenario original con el que tenia que salir el juego, Neurospasta.
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The goal of a campaign setting is to provide a location that’s not only conducive for running a game, but actively helps to stimulate the creative process involved in doing so. One of the primary ways of doing that is by providing a world with developed verisimilitude; the more “realistic” the world feels – “realistic” here meaning that is has internal logic and consistency – the more alive it seems, and the easier it is to role-play in.
Given that, if we judge campaign settings by how alive they seem, then there are none better than Amethyst: Renaissance. That’s a lofty claim to make, but this massive campaign book backs it up solidly and then some. I reviewed the original 3.5 version of this setting, and said that it was a world brimming with possibilities even as it felt like the surface was barely scratched in the main book, and that’s still true with its Pathfinder incarnation. Let’s take a closer look.
The download consists of several files, five being gorgeous full-color pictures, four being equally pretty wallpapers, and the last one being the PDF of the book itself. I did frown slightly to find that there were no options for a printer-friendly version, nor any special files for things like Macs or e-readers. Of course, the former may be a bit of a pipe dream for a 399-page folio, but still, it would have been nice.
In terms of the book’s technical presentation, it mostly does okay. Copy-and-paste is fully enabled, which is as it should be, and bookmarks are present...but aren’t nested. This means that the bookmarks are all in a single, unbroken column that makes it somewhat hard to distinguish one from the other; if the chapter titles weren’t in lowercase letters where everything else was in capitals, they’d be easily lost amidst the clutter.
Of course, the book itself has many virtues to offset these minor flaws. For one thing, it is resplendent with artwork. I cannot overstate the quality of the interior art in Amethyst: Renaissance – the book has a grand total of three artists and between them, they’ve produced what might possibly the single best-illustrated book ever made for Pathfinder. The fact that almost all of the pictures are in black and white does nothing to detract from the quality of what’s here. Even if you’re not interested in the setting (and you should be) you’ll be captivated by the pictures.
Of course, the setting is pretty captivating itself. In a nutshell, the world of Amethyst is planet Earth set five hundred years in the future, after the cataclysmic return of magic. If that doesn’t sound too original, rest assured that there’s more – the nature of magic, for example, is divided in this setting. Whereas most campaign worlds put arcane magic as being just sort of “there,” magic in Amethyst has definitive sources.
For most creatures, the source of magic is Attricana, the White Gate, faintly visible as a bright star in the sky. This is the original source of magic, that produced dragons and fae races long ago before it was originally sealed away by the titular Amethyst himself; the first dragon. He did so because of the coming of Ixindar, the Black Gate, which is present on the Earth itself. Amethyst’s sacrifice sealed not only Attricana but also Ixindar, along with the mysterious intelligence that resides beyond the Black Gate, Mengus, and ended the age of magic, all long before the rise of humans. Now, with a second meteor strike reopening Ixindar, and for unknown reasons Attricana, five hundred years ago, magic and the creatures born of it are back.
The tone of Attricana and Ixindar cannot be overstated in the setting. Interestingly, while the White Gate is the source of magic that most are familiar with, it’s presented as a source of chaos as well as magical life – life itself is a chaotic thing, and Attricana encourages its growth and mutation without restraint, breaking down technology as a side effect. By contrast, Ixindar is a force of law as well as evil. It corrupts even as it encourages order, sublimating everything to its own design…and it doesn’t corrupt technology, either.
Speaking of which, the technological aspects of the setting are too large to be ignored, and indeed add the most readily-apparent manner in which this setting is different from most fantasy-medieval worlds. While most civilizations now are “echan,” or magic-touched, and many humans live among them, there are plenty of humans who live in mega-city-like bastions. Here technology barricades itself against magic, and life progresses much like it did before the return of magic; indeed, in many the level of technology has improved beyond what was available at the end of the twentieth century.
Ahem…but I’ll stop rambling here, and try to get hold of my enthusiasm long enough to give a more coherent review of the book.
The book’s first chapter acts as a much-needed overview of the setting. It talks about things like the history, common terms, and the overall feel of the campaign. It’s worth noting that the book is very upfront about what it doesn’t have being just as important as what it does. High-level spellcasting is exceptionally difficult, there are no other planes of existence (ethereal notwithstanding), and many monsters simply aren’t to be found. While you can certainly cherry-pick a lot of what’s here, Amethyst is a setting that is upfront about setting its own style.
The second chapter covers the nature of the fae races, with humans mentioned almost as an afterthought. None of the standard fantasy races, such as elves, dwarves, etc. are present here…except they are. Sort of. Each race has its own unique name, such as the damaskans, the laudenians, the gimfen, and many more…but more than a few of them strongly resemble standard fantasy races. That’s not an accusation of unoriginality either – rather, the setting plays up that these creatures resemble the fairy tales that humans told each other for centuries, but at the same time are worlds apart in terms of society and culture.
It’s that culture that’s given a heavy prominence in this chapter, though the racial stats are not glossed over for it. Things like cultural practices, social habits, and traditions are emphasized rather than being ignored, and it’s a big part of the reason why this campaign world feels so holistic. Despite how beautiful damaskans may look, for instance, they have very little sex drive, since they’re being of magic for whom procreation is much less of an issue. Amethyst: Renaissance knows that the little things are what make a setting stand out.
The third chapter covers different organizations in the game world, each receiving roughly a few paragraphs’ worth of description, along with the game stats of their prerequisites and the benefits of belonging to them.
The fourth chapter covers traits, as defined in the Pathfinder APG, and there are quite a lot of them here. Moreover, these aren’t tossed out quickly and with little context – these all receive paragraphs of descriptive text regarding what these traits actually mean for someone who has them. Several are more powerful than normal traits and count for both trait choices (though I wonder if that makes them essentially feats).
The fourth chapter is also where I do have one gripe – the lack of a reference table. If you prefer to have a handy table to quickly reference what traits are available, along with their prerequisites and benefits, you’re going to be disappointed here – and make no mistake, there are enough here that the absence of such a table is keenly felt. The feats chapter got such a table, and the lack of one here is an oversight.
The fourth chapter discusses classes. Perhaps surprisingly, there’s very little attention paid to the basic classes from the Pathfinder Core Rules; the big ones are a few classes being disallowed (mostly so they can be reintroduced later as prestige classes) and some changes to spellcasting classes – clerics, for example, don’t use verbal components for their spells, whereas wizards use no somatic components.
The major thrust of this chapter are the techan classes; those that rely exclusively on technology. This is no minor restriction, these guys can’t even receive the benefits of magic without it having serious consequences, namely in that doing so causes “saturation” which if driven high enough causes technological disruption.
That’s all explained later though, for now we have eight new tech-focused classes. From the heavy grounder (using super-heavy weapons – think rocket launchers and particle beams) to the medic (who has various medical treatments that are written similar to spells, though they’re entirely non-magical) to the sniper, these are the guys who venture out beyond the bastions into a hostile world and utterly demolish it with superior firepower. Interestingly, the classes are all d20 Hit Dice with fill BAB, or d8 Hit Dice with full BAB-minus-one. What does the latter mean? It means they start with a BAB of 0 and end with a BAB of 19. An interesting choice, if an odd one, but it doesn’t detract from the overall appeal of the classes.
The fifth chapter is devoted to skills and feats. There are only three completely new skills here (“completely new” discounting things like Knowledge (science)), being Demolitions, Engineer, and Vehicle Operation. Perhaps surprisingly, this last one is by far the most complicated, and doesn’t even cover everything regarding operating a vehicle (there’s more in the equipment chapter when you come to the vehicles themselves). I strongly recommend that everyone who wants to use a vehicle read both sections thoroughly, as they’re fairly rules-intensive.
As for the feats…I know I said the traits were numerous, but the feats are beyond expansive. The reference table takes over seven pages just to list them all. Racial feats, trait feats (feats that have a particular trait as a prerequisite), general feats, techan feats (most of which enhance using high-tech weaponry), vehicle feats, and more are here. I didn’t even try counting the sheer number of feats found here, but it’s far more than you could ever see if you had a full party going from levels one to twenty.
The sixth chapter covers equipment, and as with the chapter on classes, it’s a playground for the techans. Super-heavy guns, powered armor, vehicles that make Batman’s look like they had training wheels in comparison…there’s a plethora of toys here for those who embrace the science-fiction aspect of the setting. It’s not all weapons, armor, and vehicles either. From the currency to particular vehicle modifications to explosives to injections (e.g. drugs, nano-machines, etc.), as well as how magic disrupts these are all covered here.
Chapter seven covers prestige classes, of which there are slightly more than a dozen for the echan and techan each. Surprisingly, there’s little in-character development for what it means to have these classes. While some (such as paladin or ranger) are self-evidence from what we’re bringing to the game, there’s less intuitive understanding regarding the nature of a Selkirk brawler or an Ur-mage.
Chapter eight deals with magic, and I have to say that this is an area where I was grateful for the depth regarding the nature of magic as it exists in-character. All too often books with a magic chapter devote them solely to pumping out new spells, magic items, and similar material, and while you’ll find that here it helps a lot that the chapter opens with a discussion of where magic comes from and why it functions the way it does. For example, the language of magic, Pleroma, is discussed, as is the manner in which magic saturation disrupts technology (for Attricana), the corruption of Ixindar, and how to use high-level magic (otherwise known as “foundation spells”). Chapter nine ostensibly discusses magic items, but spends most of its time talking about the artifacts that are specific to the setting – again, this is far more of a function of what they mean in the world rather than what they do.
It’s on that note that we come to chapter ten, which is all about the setting. This is distinct from chapter eleven, because whereas that chapter acts as a guide to Canam (the new name for North America – the book never expands beyond that continent, though mentions are made of regions beyond it), chapter ten is devoted to aspects of the setting, such as languages and religions. The book’s twelfth and final chapter covers new monsters, including lists of monsters that are in the “canon” setting, those that aren’t but can be used without breaking the feel of the world, and those that are “banned” in the setting.
I also haven’t mentioned that there’s a story that progresses throughout the book, mostly at the ends of various chapters; the last fifteen pages or so of the book are devoted to ending the story, though it ends on a cliffhanger that makes it seem more like the end of a large prologue. Hopefully we’ll get more of it in further supplements.
By this point, my thoughts on Amethyst: Renaissance should be abundantly clear, but it bears repeating – this campaign world is breathtaking in its scope. There’s so much here, so artfully presented and with a tone that’s so holistic that it seems to leap off the page. A full campaign could easily be run from levels one to twenty without using half of what’s here; that’s how much material is found within these pages. It’s almost intimidating how high the bar is set; a sort of implication that says “for real role-players only!” but if that’s the case it backs it up.
The bottom line is that Amethyst sets a standard for campaign settings, one that won’t soon be matched. If you want a true renaissance for your Pathfinder game, look no further: it’s Amethyst.
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This massive pdf is 399 pages long, 1 page front cover, 1 page inside front cover, 1 page editorial, 2 pages of ToC, 1 page Index, 1 page SRDs and 1 page back cover, leaving us with a whopping 391 pages of content, so let's check this out!
I'll just come out and say it: I'm not familiar with any old iterations of the Amethyst-setting, thus I can't draw any direct comparisons. What is Amethyst then? Essentially it is a what-if scenario of vast ambitions: What would happen if a logical fantasy setting, with all its consequences, with its magic etc., was thrust upon our technological world. Not a black/white dichotomy, nor a stylized version of fantasy. The ambition is to create a setting in which the problems, social and ecological are very much intact, including all the topics that move us - only that now the force of magic has entered the world and while it does change the options of the people, it is also a force that is at direct odds with technology - but even this dichotomy is too simple to properly explain the intricate web of themes and topics opened by this book. But let me try to explain via the setting's history: Essentially, it presumes that there once was a magical age here on earth, when the world was still called Terros and people worshiped a benevolent entity of unbridled creative energy and chaos- until the arrival of the black gate and a deity of order and syntropy started to lay waste to the world, culminating in the K-T-extinction event, resulting in the death of legendary dragon/god amethyst and the extinction of magic from the world. Technology and natural evolution reigned. Until a second impact, a meteorite saw the resurgence of magic. The forces of order and chaos have returned and in-between, mankind has to witness its technology ceasing to work in the presence of magic, thus creating enclaves of the size of nations, cities of hyper-technology in a world where magic looms beyond the walls and dragons and fae have reclaimed the planet. Add to that the legend that there's an artifact that may expel magic again and forever or make the one bearing it a god and we have ample potential for the earth-shattering things your PCs can do in AR. "Which side will you stand on in the end" is a question that will be hard to answer in the setting...
After a brief description on altered magic (though that is covered in more detail later) and the origin of power for clerics, druids and mages, we are introduced to a glossary before we get into chapter 2, where we are introduced to the variety of races available for character creation in the Amethyst Renaissance setting and from the start an interesting consideration is put into focus: Traditions. Tenebri curse and swear loudly while executing daily affairs, Laudeni never wear undergarments etc. - while these points may seem boring and mundane, they actually prove a point I often try to make: Races are more than the conglomerate of their stats and should be treated as such. This chapter thus includes a stunning wealth of gestures and peculiarities, from considering silent gestures rude to kowtowing to one's tools and even a complex appropriation of the "metal-gesture", i.e. the devil's horns as both a potential greeting (with a thumb in the fist) or an request for intercourse (with the thumb exposed). Sexuality and the Fae race's take on it is also thankfully covered, being rather open and non-discriminating regarding e.g. homosexuality and monogamous when married, but rather polyamorous before, thus creating further potential for cultural conflicts and misunderstandings. Add to that the existence of a particular form of ironlead that is particularly toxic to fae and an inherent magical nature that disrupts technology, as reflected by a saturation level that can never plunge below 20 and we're in for cool and complex creatures even before we delve into the respective racial entries, which are spearheaded by the Chaparrans, who can essentially be considered wood elves that believe their existence is eternal and changes between being a being of flesh and blood and being a tree. These wild fae are truly deadly experts with their bows, get climb speeds etc. and can even teleport in forests, making them feel truly unearthly.
The Damaskans, on the other hand, can be considered a race of intellectual, bibliophile,obsessive chroniclers of the things that happen in their chosen field. Equipped with a vastly supreme sense of balance, gravity etc. and being universally ambidextrous, they also make for stellar swashbuckling-style characters and warrior-scholars, as their intelligence-modifier influences their combat prowess. Gimfen are a peculiar race of Fae as well, lacking the disruptive field that characterizes many echans (slang for magic-users and magical beings) and being obsessed (and rather successful) with melding magic and technology. While not being as apt as humans, they make for interesting alchemists, tinkerers and could be seen a s a type of gnome/halfling-hybrid, also due to their height. Laudenians then, would make for the classic high elves - a pure first race in decline, their culture is determined by a fear of degradation (as their descendants turned into other fey) and hence they have turned to living in a fabled city in the sky - however, they are not only haughty, immortal and rare, they also have lost any connection to nature due to their hatred/fear of the corrupting influence of walking the earth.
The Narros can be considered the strong warrior/miners of the Fae races, determined by a 100% commitment and making for natural born soldiers. Speaking of good soldiers - the Pagus, Fae changed by the black gate do not disrupt technology, but are stigmatized from birth as heralds of the black gate and are prone to old-age insanity. And then there are the Tenebri, a race of deceptively fragile-looking blind Fae with a deadly scream, these beings have allegedly been cursed by a god and are interesting in that they are more or less at war with the Narros and, due to their blindness, have a completely different take on attractiveness etc., thus subverting preconceptions of beauty ideals. The final Fae race then would be the Tilen: Fragile and graceful, yet strong, these beings are essentially fae who have clawed themselves back from undeath and can be seen as a playable Fae vampire race: They have no reflections, are blinded by light etc. - but in a twist of the theme, while they can heal via draining blood, they are passionate and rather non-violent creatures and thus make for a great duality between dark pasts, themes of hereditary sin and kindness in the face of xenophobia and aversion. Among the evolutionary races, Humans are first and detailed just about as much as the other races, taking the fall of old ideologies and virtues and the varied nature as well as the cataclysm that decimated their race into account before going on with the Kodiaks - upright walking bears that are a recent phenomenon and which have only begun to rise from hunters and foragers to farming communities. With such a diverse roster of races, a whole entry is devoted to crossbreeds between Fae and human as well as crossbreeds between the different types of Fae.
And we're only just past the playable races - now, let us turn our heads towards the background of the setting! The section kicks off with an idea I whole heartedly endorse - a selection of backgrounds and organizations for the whole group to belong to - essentially providing a way for the player characters to know each other and get a benefit and starting point to properly develop their backgrounds. After that, we are introduced to new traits, though it should be noted that a new class of traits, so-called Amethyst Traits, are introduced: Every character may only have one of these slightly more powerful traits. Since the setting's peculiarities, religious and belief-based traits are subsumed and/or replaced by supernatural traits that enable a slight tapping into the forces that be via an unexplained natural talent. Traits, to be honest, have swiftly become my least favorite thing to review - they provide paltry bonuses, boring one-liners and half of them boil down to "You have been bullied by X/grown up in Y/etc." -BORING. Now this is what this book does perfectly right: Each trait comes with an extensive, long flavor text that immerses one in the respective background and best of all, also roots the character believably and deep in the world of Amethyst Renaissance. This is how traits should be handled. Kudos, respect and two thumbs up - 3pps, take heed, this is how it can be done!
In the next chapter, we deal with classes - rather important, taking the peculiarities of the setting into account- magic is usually channeled by a totem, for example, meaning that wizards may use other things as focus - for example orbs, shields and even more esoteric things. Of course, we also get a variety of new Techan classes, starting with the Grounder (d10, 4+Int skills, full BAB, good fort- and ref-saves) that gains access to brotherhood abilities, improved recoil absorption etc., while the heavy grounder is the heavy arms/explosive specialist variant of the class. We also get the new Marshal base-class (d8, 6+Int skills per level, weird 19/20 BAB-progression, good ref-saves), who can be considered a war-master-like support class with auras to enhance team-mate capabilities and enhanced benefits for teamwork. What I was missing from this class was the option to utilize teamwork-feats/solo-tactics - a good class that could have been better by being more streamlined with PFRPG-content. The mechanic operator (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-saves) can be seen as the tech with the customized weapons, including a cool ability called "Shiny Red Button" that enables the operator to do rather deadly stunts with his deadly modified weapons like automatically hitting, dealing additional damage etc. - very cool! The Medic (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-and will-saves as well as 4 levels of exploits) can be considered the techan combat medic, able to negate e.g. the last hit to strike an ally and use his injections to strengthen allies. VERY cool, though I would have loved more exploits. The next general category of classes is called stalker and can be considered soldier-specialists - from the blazing Gunslinger (d10, 4+Int skills per level, full BAB, good ref saves) that can put a deadly ballet of bullets (flurry-style) through his enemies and the diametric opposite, the Sniper, who learns to enhance his single shots to further maximize his deadly potential. The Vanguard (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-saves) is the final of the classes herein, gaining knowledge to fight with primitive powers, unarmed attacks etc. - essentially a mundane, dirty and cool alternative to the esoteric monk. (Also nice: Fighting-game inspired ability-names as inside jokes.)
In a world of both technology and magic, we also need new skills and thus are introduced to new skills dealing with the proper use of explosives, engineering, knowledge (science) and vehicle operation. The setting also includes 7 1/2 pages of feat-LISTS before giving us the feats and they do something I really like: Apart from racial feats etc. you'd expect to find, there also are a vast variety of feats that have background traits as prerequisites, expanding upon the background concepts and making the traits matter that much more. Again, 3pps, take heed - this is a great idea. But are the feats up to the quality? To cut a long, uninteresting and potentially ruinous listing of feats and what they do short (and to stop myself from blowing this review completely out of all proportions) - yes. The feats are well-designed and the techan feats, for explosive, new armors and weapons etc. make for fine additions and since I'm a huge fan of vehicles, especially the nice coverage of them, via both the extensive skill-section and the feats makes this chapter a crunchy winner in my book.
The equipment section is also rather smart, beginning with a cool recap on ever-improving technology and stagnant, unchanging magic before going into the different currencies, ranging from the familiar gold pieces (echan money, including local names for the pieces) to the universal credits used by the techan. Next would be the obligatory entries on different technology levels, up to antigrav and complete reconstruction of beings from dust as well as information on e.g. battery types and EDF - echan disruption fields that represent the disruptive effects of magic on technology as well as means to at least temporarily cancel and/or diminish said detrimental effects. Of course, Echan weaponry is also detailed. If you ever wanted to play one bastard with a REALLY big weapon, fret not, for super heavy weaponry is also covered - if you put that tripod down and aim your foes will know to weep. It should also be noted that auto fire is introduced with cohesive rules and that we get stellar artworks for many new weapons. Have I mentioned the almost mecha-like classes of heavy armor (and their respective lighter counterparts) and the class on shields, both traditional and kinetic and the rather large array of modifications that can be added to armor, enhancing customizability even further? Other cool bits are the AEN, essentially an echan-detection system, camera balls, information on viral/gene therapy, rules for exotic materials and best of all: Vehicles galore - tanks, jeeps, whatever you desire. And then there are the cool vertibird-like airships and even high-tech blimps! HELL YEAH!
In Chapter 7, we get to check out PrCs, for both the echan and techan fractions - from knights of Abraham, the PrC-incarnations of rangers and paladins (not available as base-classes) to the determined Gimfen assassins of the Crimson Leaf to the elite techan angel snipers, infantry support specialists, sierra madre gunslingers and york gun dancers, we are introduced to flavorful, regional and organizational PrCs that truly feel like they belong to their niches and make sense in the context of the world. mechanics-wise, they offer nice rules. In order to keep this review from blowing further out of all proportions, I'll refrain from listing them all. The chapter on magic is also rather interesting, as it talks about the strange dichotomies of white and black magic, disruption and the concepts of infinite creation vs. absolute syntropy as well as about theories on summoning beings and the effects of magic - both white and black magic change the user - Ixindar's black magic adds corruption points and changes you and even white magic and association with fey has the tendency to slowly turn you into an echan-like being. Also rather cool: Powerful spells are usually limited to being only learnable from an anchor, which means that learning such a spell entails quests of its own and making access to such spells rare and coveted - want polar ray? Get that crystal skull! Antimagic fields can prove lethal to echan beings not associated with Ixindar and we also get 4 technology-disrupting EMP-style spells. The magic items and what's available in Amethyst Renaissance would also cover a whole chapter - it s especially noteworthy that we get an awesome array of artifacts that come with extensive background stories before we get into the sections that especially should be read carefully by prospective DMs.
The following two chapters deal with the leitmotifs of the Amethyst Renaissance setting, ranging from familiar foreignness and constructions of alterity to eschatological ramifications of the cataclysm that was the second hammer and the canonical continuation of human religions, belief, ideologies and science as well as covering the plethoras of alternative models for society as introduced by the Fae and adapted by the echan races - which, of course, is anything but unilateral and in fact a topic not to be neglected. The corrupting influence of Ixindar, transportation and travel, languages, ideologies and warfare - you name it and these pages provide. A gazetteer of the world, introducing us to the bastions, their tech levels, to the kingdoms and also the homes of the worst infections is also provided and makes for a nice lead-in to the new beasts- While most beings can work in the Amethyst-setting, several creatures are replaced by races unique to the setting and thus, the bestiary section kicks off by introducing us to said replacements. Special mention in this section deserves the beautiful representation of the fae and the "degenerated" subtypes that have developed from them. The corrupted Dragons of Ixindar also get a nice treatment herein and the pdf hints at the worst of these beings and their special strengths.
In Chapter 13, the DM gets the grand gamut of inspirations for campaigns - whether you and your group would go for a theme of echan/techan differences, mixed groups or campaigns focused on a place, this section provides even further ideas and guidance for DMs before presenting us with a beginner's adventure, which serves as a nice starting point for both echan and techan or mixed groups. A nice module, though I would have preferred an echan and a techan start scenario.
After that, the expertly written narrative that leads us throughout this massive tome concludes and an Index finishes this massive tome.
Conclusion:
Editing and formatting are very good - I noticed not a single wording that would have impeded my understanding of the text or rules, though I did notice several passages where text was in italics that wasn't supposed to be. Generally, though, the formatting is excellent. The layout adheres to a drop-dead gorgeous b/w-2-column layout with graphics on the borders and no printer-friendly version, which is a minor bummer. The artworks, oh the artworks: They belong, tops, to the most iconic, awesome, evocative and brilliant pieces I've seen done in b/w and the couple of full-color artworks herein are no less dazzling in their beauty. The pdf comes with extensive bookmarks, though no nested bookmarks, which is a bit of a pity, since nested bookmarks would have imho further improved the ability to navigate this massive book. The pdf also comes with high-res jpegs of 3 full color artworks, a map of Canam and 4 different wallpapers.
Now, this review took me much longer than anticipated due to several reasons - first of all would be the ambition of the setting: Essentially its endeavor of creating a what-if-scenario that is logical is laudable - what is truly stunning, though, is the variety of play styles it can accommodate. Yes, you can play a fantasy campaign laced with sci-fi elements in this setting. Just as easily, you could participate in a technology vs. magic, scifi vs. fantasy war of the worlds, a gritty cyberpunk scenario or even explore themes of ideologies, races, conflicting society models or a theme of technical evolution vs. chaos that is stagnant in its magical creations etc.
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Amethyst Renaissance accommodates all of these playstyles and infinitely more. Secondly, this review took forever to write due to the crunch being so different from what we usually see in PFRPG. Due to the peculiar nature of magic an technology in the setting, checking the balance of the classes, PrCs and options makes for a monumental task I can only hope I partially achieved in completing. Balance is precarious and there were many an instance where I actually thought that a given race, feat or other class option was overpowered, since e.g. automatic hits and similar concepts are used. However, the setting's unique balancing factors like the EDF and ideological differences/conflicts, tech levels etc. also mean that there are a lot of uncommon factors that mitigate the relative power of the races and options herein. To make matters perfectly clear: This is probably not a setting to scavenge from, since just about all crunchy elements are tightly inter-connected both with crunchy and fluffy bits to weave a complex tapestry of both exciting and uncommon options.
Amethyst Renaissance is also, and that should be stressed, an intelligent setting: Its logic, coherent approach demands a mature approach both on the side of the gaming group and the designers, as the elements that are relevant social topics in our everyday world still matter in this setting, including unpleasant topics like racism, fanaticism and the escalating clash of ideologies. All while retaining an identity beyond the sum of its component parts. Is this pdf universally balanced? Hard to tell, even for me. If a DM is not careful with regards to feats, equipment etc., I can see such a game being hard work - this is not the fault of this book, though, as the parts actually DO work they way they are intended. Another note for all the people with extensive PFRPG-libraries and a minor problem I see with this pdf should be mentioned, though: Rules concepts like teamwork feats, solo tactics or the gunslinger's grit mechanic have not found their way into this setting. Instead, we have setting specific solutions and rules-representation, which, while they do enhance the individuality of the setting, also mean that adding other content to the setting could prove to be problematic. It is also due to this that I hope we'll get more techan equipment, vehicles etc. in future supplements - introducing other content could prove to be a decision that should be carefully considered.
Finally, I feel compelled to mention one thing: As per the writing of these lines, I really hope for a print version of this book - BUT: This pdf is cheap. I mean it. Ridiculously cheap in fact. 15 bucks for 400 pages? Of content of this quality? Now if that is not an excellent bang-for buck ratio, I don't know what is. I'd honestly be hard-pressed to mention another book that marries stellar artworks, a truly unique and smart setting, innovative rules and interesting ideas while being this damn affordable- At the low asking price, Amethyst Renaissance is a total, complete steal. What's my final verdict, then? I've thought. I've calculated. I've pondered. Is this book perfect? No, there are some minor formatting glitches. There is the lack of nested bookmarks. I'm new to Amethyst and have no idea how this one and its prior d20-incarnations interact. What I can say is that this pdf made me want to play in the setting. That its races came more to life to me on these pages than just about ALL races I've reviewed this year. That the ideas are often not adhering to standard PFRPG-solutions, but work well and in unique, special ways. That the base-classes rock hard and feel cool. That I love the creative ideas, twists and all the unique "clash of culture"-style pieces of information. If my review left you even remotely curious and/or you're looking for a truly new, unique and versatile setting, I'd strongly encourage you to check this pdf out - Amethyst Renaissance is clearly a professional book and a labor of love. And at the low price, I can still justify to give this book my full blessing - thus, my final verdict, in spite of the minor blemishes that can easily be neglected, will be 5 stars.
Endzeitgeist out.
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Publisher Reply: |
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WOW. Thanks for the high praise! I do consider the Pathfinder edition to be our best iteration of the base setting. Pass it around and tell others. Love the read!!! We're working on a cyberpunk game next for Pathfinder. I hope that to can earn such high marks. |
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I am not long on words so Ill just say this is my favorite setting for fantasy and Sci-Fi. The fact that it came out with Pathfinder rules is just icing on the cake. When I read through the setting my mind wanders and conjures up images that most games fall far short of accomplishing because they just don't seem that original. A few final thoughts would be incredible artwork and layout make it a pleasure to have in my game collection.
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"Amethyst: Renaissance" by Dias ex Machina Games
THE GOOD:
-Nice layout, good artwork, easy-to-read typeface.
-PDF comes with extra goodies, like a map and wallpaper pics.
-The PDF is searchable and hyper-linked for ease of use.
-New races, classes, feats, equipment, monsters and PRC's for use with Pathfinder.
-The free preview was actually more than just the table of contents, for a change.
THE BAD:
I could whine about a few minor layout issues and the odd typo, but there really aren't any deal-breakers in this book.
OVERALL:
I am usually not a big fan of companies that rely on glossy artwork and fan fiction to sell their products. I am also not a big fan of settings that throw around phrases like "post-apocalypse" and "Science-Fantasy crossover setting". I was pleasantly surprised by DEM Games and the Amethyst setting. It is obvious that a lot of thought and care went into the preparation of this product.
Most amazing of all, the product left me wanting to know more about the world and its inhabitants. I've been playing RPG's for decades, and I must say it has been a while since that has happened. I give this book an enthusiastic thumbs up.
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I really would like to say something good about this game, but I can't. Why? The preview tells you nothing, it's 30 pages of fluff pure and simple just fiction and some discussion of the reasoning behind the setting. Which I find spurious at best, for example magic supposedly suppresses the normal laws of physics so your digital wristwatch will cease to function then shouldn't you keel over dead when your nervous system that depends on the same laws to transmit electrical impulses stops? Even though the text states that human beings are a naturally evolved non-magical species? Now bad setting I can and have ignored in the past but a total lack of examples for the game mechanics? Nope sorry deal breaker there fellas, not gambling my money away on a risk that big.
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Publisher Reply: |
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In response, we have increased the free preview from 30 pages to 91, including more information on the setting and an introduction to weapons. I hope this helps. |
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Ultramodern4 is a product for a Wizards of the Coast system that is better than Wizards could have done. Designed for 4th edition D&D, UM4 gives the same (f not better) balance, ease of use, dynamic play, and fun that 4th edition gives, while expanding concepts of 4e in ways that add wonderfully to the system. The Ladder system allows for wonderful customization and blending of classes, to the point that yes, you really can play pretty much any Modern (or Future) archetype that you want. Honestly, my only complaint is that there isn't more material for UM4.
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Publisher Reply: |
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Thanks for the review. As I am sure you know, we have a print version as well with artwork and layout. Also, our next 4E book will be a cyberpunk / espionage campaign setting using rules from either Amethyst or Ultramodern4 (both will work). |
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(This review was originally published on Roleplayer's Chronicle - http://roleplayerschronicle.com/?p=21866)
Few independent publishers handle 4e material, let alone provide truly innovative concepts and products stretching the mechanics to their limit like Dias Ex Machina. Their highly successful Amethyst setting was just the tip of the iceberg, it seems, and they’ve taken the applications of the core rules found in the Dungeons & Dragons 4th Edition RPG away from the fantasy genre to create an open-ended modern/sci-fi alternative without completing revising the game. In other words, it’s GSL compatible.
Right off the bat, I have to warn those experienced players and GMs if you think you’ve seen the full potential of these rules, you are sadly mistaken. One of the biggest issues for DEM and some of the concepts brought forth in Amethyst was the comparison to D&D‘s style of play and handling of the delicate balancing act the 4e mechanics presented. For example, DEM introduced attack powers without damage and received a fair bit of flack online for it. The biggest issue they’ve had to deal with is working alongside D&D. With Ultramodern4, they have simultaneously strayed away from the comparison while running alongside its core foundation. There are no new character generation, experience, or class format rules, just new components building on the essential foundation of 4e. Frankly, what Ultramodern4 has done here puts D&D to shame.
CONTENT
At 244 pages in PDF (a POD copy should be available shortly and was not prepped at the time of this review), there’s a lot of material to go through with the goal of allowing GMs to create their own modern or futuristic setting. This book is not a setting nor does it lean towards one genre or another other than step far back from fantasy. Rather than offer a chapter-by-chapter breakdown of the book, it’s better to provide a point-form analysis of the provisions offered in Ultramodern4.
Ladders & Classes
Characters are created using 11 new classes (Faceman, Grappler, Gunslinger, Heavy, Infiltrator, Man-at-Arms, Mastermind, Sniper, Specialist, Techie, and Vanguard) plus 7 ladders (Born Leader, Juggernaut, Runner, Savant, Survivor, Veteran, and Warrior). Ladders act as your character’s core personality to compliment your vocation (or class) and provide a load of options to tweak which class you choose. First of all, they offer alternate powers and additional features similar to a theme in standard D&D but with the level range of an entire class. More importantly, they provide level-based enhancement bonuses to balance off the lack of magic weapons in this game and you can choose between taking additional ladder features or more cash.
Ladders are an absolutely brilliant form of customization and allow players opportunity to adjust the classes in ways standard D&D never could. For instance, each ladder allows for an alternative primary ability in attack powers, such as the Veteran substituting Wisdom for all ranged, unarmed, and melee attacks with one-handed weapons. Each ladder can theoretically work with any of the 11 provided classes with more variety than a dozen official D&D supplements ever provided.
Paths & Destinies
There are 28 paragon paths and epic destinies, none of them attuned to any particular ladder or class to allow for more variety and customization. (For a special chuckle, there’s even a Pathfinder paragon path.)
Powers & Keywords
While the core mechanics of D&D remain, there are several new keywords and terms exploiting the possibilities of modern technology. The Open range, for example, allows leaders to assist allies through radio contact rather than bursts, auras, or even light of sight. The Auto keyword relates to particular weapons firing off multiple rounds and non-damaging keywords like Tactical allow you to gain power bonuses to following attack rolls if you make a crit within your initial drop of the dice. Oh, and it actually has wall powers, something D&D never uses and it’s listed in the Player’s Handbook.
The powers provided in Ultramodern4 are where the game really stands out. Without the restriction of standing alongisde D&D, the game has truly stretched out the mechanics’ wings and made playing 4e dangerous and risky upon my initial read-through. While I’ve yet to play, my personal feeling is eagerness (though I can just imagine the hesitation others may feel towards such alterations, but this game is not intended for them). The key to understanding this game is to leave your preconceptions at the door – this is not D&D and never tries to be D&D.
Basic attacks take on a larger role in this game than standard D&D with some powers allowing for additional bonus attacks as features, minor actions, and opportunity attacks better simulating two weapon attacks better than standard D&D.
Weapon & Equipment
Each class provides a list of starting equipment and some cash for additional gear, as well as provide new weapon proficiencies appropriate to the use of firearms. These lists are vague enough to leave things open to the timeline of your particular campaign though there’s likely a strong possibility your GM may choose to alter these starting lists a bit to suit the game to come.
As previously mentioned, there are no magic items or equivalents in Ultramodern4. But there are lasers, plasma rifles, and heavy machine guns capable of firing 10 rounds in one attack roll. Certain weapons are assigned a level adjustment (increasing the average level of the party and the challenge a GM should create in an encounter) and a tech level (designating the strength and devastation of a particular weapon based on currently available technology). Many weapons provide an at-will basic attack, such as the flamethrower with ongoing 4 fire damage or the glue gun’s ability to restrain a target.
Rules for handling ammunition are also provided to prevent players from keeping track of hundreds of bullets, as well as rules for Armor Penetration (AP) negating the Hardness of certain inanimate objects like vehicles or brick walls.
While the application of equipment has changed for Ultramodern4, it does maintain the complexity of handling magic items and perhaps accentuates that complexity even more. In short, there’s no such thing as just wearing armor or carrying a simple weapon or gear.
Rounding It Out
In addition to everything mentioned so far (and in an effort to keep this review short and effective), there are the typical provision of feats, new skills, alternate skill uses, and advanced rules for weaponry, armor, vehicles, and more. Plus the book includes pre-designed enemies and enemy traits built in the familiar style of 4e monsters ranging from levels 1 to 19 (which does leave epic characters out of the loop, but I’m suspecting that’ll be temporary).
An adventuring chapter provides sample set pieces complete with full-color maps and detailed room descriptions and applications to create specific incidences using those sets and a re-presentation of Biohazzard, the zombie-infestation adventure from the original release of Amethyst adjusted to work with Ultramodern4.
OVERALL
This is an incredibly impressive book and it’s a shame for such gold to come about during the dying days of 4e. What it accomplishes with the mechanics is far beyond many things ever attempted by standard D&D in wild and exciting ways. If anyone ever tells you it’s impossible to try something different with 4e, your answer should be Ultramodern4.
RATINGS
Publication Quality: 8 out of 10
As with all of DEM’s publications, this is a very attractive book with some great illustrations and layout. There may not be as much artwork as some of their earlier work, but what’s there definitely does the trick. While I did find some minor layout errors, this can be accounted through its reflow allowing you to instantly switch to text only for easy printing. There were no bookmarks in the PDF.
Mechanics: 10 out of 10
As an experienced D&D player and GM, I can’t find any flaw with the work presented here, but I can certainly expect many others to judge it unfairly. If you look at these rules at non-D&D, what you’ll find is an electric awakening of what could have been had 4e not been called D&D. Honestly, if Chris Dias never gets the call to work for Wizards of the Coast, it would be a tragic failure on their part.
Desire to Play: 8 out of 10
Sign me up, that’s what I have to say about this game. Hell, I want to take my D&D players (even though it’s not my campaign) and get them to shift into this version in an effort to show them the true capabilities of this system.
Overall: 9 out of 10
Ultramodern4 is a magnificent accomplishment in alternative game design and I can’t help but feel it is superior to D&D, even if it is required to play this game. It achieves what D&D could not because it was not held down to a particular reference point – previous versions of D&D – and capable of stretching its reach far beyond what many experienced players may have expected of these troubled mechanics. I only hope the GSL does not make this product a limited edition.
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As a long time fan of Chris Diaz's work, I must say this is among the best he's done. I hope to see more books from Diaz as quickly as possible. If you want to run a Post-Apocalyptic or modern/near future game, this book is for you. He's evolved 4e into something much more usable, and if you're a follower of his work, you'll note that WotC have taken more than one idea from him.
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First off I would like thank Chris Dias for finally getting this book out, its been a long wait but it's so worth it!
Ultramodern4 (UM4) is the latest supplement from Dias Ex Machina, taking the next logical step beyond it's previous Amethyst setting and bringing more generic modern rules to the table.
The biggest changes from your standard D&D or amethyst game is the new class/ladder system.
Classes are a bit lighter in weight, they have fewer powers in general but still are the "What you do" of the game. They are a bit more generic with names like: Faceman, Heavy, Mastermind, Specialist. Anyone familiar with Amethyst will probably recognize a fair share of the mechanics, the sniper uses the marksmen talent from the stalker sniper for instance.
While classes are a bit pared down from what you would be used to it's because of the Ladder mechanic. Ladders are the other side of the coin, they are "How you do it". While you might be a sniper, you could be a Juggernaut Sniper, replacing your usual reliance on DEX for powers with CON. You could be a Savant Gunslinger, using your keen intellect to take your foes down.
Overall I love the mechanic, it really opens up more themes, letting more then one type of person be locked into a class.
Paragon paths and epic destinies like most items in this book are also fairly generic, with 22 paragon paths such as: Driver, Field Sniper and Cinematic Cliche and 5 Epic destinies like: Ultimate or Respected. you should have no problem bringing your character into the higher levels with some great mechanics and flavor.
Skill and feats, some of these are revised or updated versions of Amethyst rules, notable vehicle operation and demolitions, but with expanded sections in some of the skills such as sabotage under engineer there is plenty added for any game you'll run. Also included are contacts, which can be purchased or received with feats, these characters are pulled right out of an action movie, they are the people the hero always contacts for that helpful bit of information or to find some kind of black market object or occasionally showing up as added backup.
Weapons and equipment, For me this is the real meat of the book, there are items in here for every level of tech you might want. Everything from revolvers to plasma cannons, Ballistics Armor to XH Dragon powered armor. This book has it.
Another aspect I liked about the equipment is that everything has a price and a loadout value, loadout being rules for adventurers who might be a part of an organization or other kind of group where they wouldn't necessarily buy all of their equipment. it lets you set a loadout value per adventure with modifiers depending on intelligence and a few other items and lets the characters requisition equipment. Perfect for a military game.
included in the book as well are two adventures and a great resource with its Adversaries chapter, giving you a lot of basic bad guys with great trait templates.
Overall I have to give this product a thumbs up, its quality is not only in its content but its layout as well, I personally have not had many 4e 3rd party products with the production quality that DEM puts in its products.
If I were to place one complaint, it would be that the class layout is a bit of a jumble, no clear definitions between classes, they just flow into each other. But its a minor nitpick.
If you are looking for the perfect 4e modern rules, they are right here.
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