Every so often, a supplement comes along that sets a new bar, and in electronic RPG supplements innovation and progress almost always comes in the direction of flexibility and usefulness. 0one Games' amazing layered PDF maps set a new standard for interactivity in map supplements. Champions' San Angelo: City of Heroes let you click to change the supplement from one game system to another. And I have to say, Deadly Seven pushes flexibility and usefulness about as far as you can expect. RPG publishers should take careful note of the many ways that Deadly Seven uses its format to help play this exciting, horrific story at the table.
First, let's note that you get a d20 Modern version, a Savage Worlds version, and a True20 version (my favorite). You get clue cards related to some of the more detailed investigations that can be handed over to the players. You get maps. You get character sheets. You get absolutely everything you can get in order to help you lay out the situation for the players.
But even within these materials there are even more features. The supplement contains hyperlinks - just click on a character (or demon's) name and you'll go straight to a description of that character. Click on the name of a place and you'll go to where that place is described. The supplement is heavily bookmarked as well.
On top of that, the supplement contains many organizational charts - such as a relationship map showing who is connected to who and how - crucial for developing realistic-feeling mysteries.
And this isn't just icing - the supplement itself uses these interlocked features to a stunning degree, by presenting a multifaceted investigation/mystery into several psychiatric patients who become possessed to varying degrees by demons. Without going into spoiler territory, I just want to mention that the structure of this supplement should be something that everyone writing or running mysteries should read: after a single incident/puzzle brings the player characters into investigating the situation, some of the other demons begin to respond and target the PCs. From there, the investigation is wide open - the players can pursue different leads in different ways. It's also unique because the scientist whose brilliant idea led to the possessions is actually a pretty mild mannered guy who doesn't believe in the supernatural (this is fine with the demons). Each of the demons has their own timeline that's detailed in the sidebar of their section, and depending on where and how the PCs intervene, they may respond in different ways.
There's also a detailed section on the 7 Deadly Sins as they were understood in medieval times and some new possession and exorcism guidelines that help add some flavor to the terrifying power. There's a sort of possession FAQ with the questions answered in "orthodox, progressivist and quasi-scientific" ways, which is amazing, since different PCs may come at possession from different perspectives. There's even a list of medical conditions that might be confused with possession, to help with laying in red herrings or for blinkered NPC doctors to suggest. And if that's not enough there are historical accounts of possession and hauntings!
It is simply ludicrous how far this supplement goes to create a fully fleshed out world which the players can dig around in and pursue terribly evil monsters. And the demons are monstrous - cannibalism and rape just scratch the surface here. Your players will want to end this menace and will be amazed at how far they can go pursuing it.
If you poked me with a sharp stick over and over and demanded that I tell you something about this to improve it would be that the file names used for the various versions all show up on rpgnow as "The_Deadly_Seven", meaning you have to download all three to find which game system you want. It's a common mistake many publishers make. But this is nitpicking. It's one of the best supplements on the site because of its innovative use of the many advantages of electronic RPG creation. If you want to see what I'm always on about in my other reviews - about how just scanning your dumb print product and putting it up is not good enough - Deadly Seven will show you just how good games can be here.