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Weighing in at twenty total pages (including the cover), After Sunset Vampires provides fifteen pages of supplementary rules for the d20 Modern rule set that will allow you to inject the rudimentary trappings of action horror flicks of the vampiric variety into your pre-existing d20 modern campaign or to start a new campaign built upon those trappings.
The first three pages of rules content discuss using vampires as PCs, including the species traits of these creatures and how to apply them to a pre-existing character. The one shortcoming fo this chapter is that it makes very specific statements about what these creatures are and how they operate, some of which will not be to everybody?s liking. I would have preferred to see a less specific and more mutable view of vampires presented here.
The following three pages of the document cover a lot of ground, from spotting vampires amongst normal humans to presenting three stereotypical vampire ?types? based on popular characters in fiction and film. That said, the majority of these four pages is devoted to discussing vampiric weaknesses (e.g., can?t cross running water, can?t be seen by electronics, etc) that a player may choose to take in place of level adjustments to reflect their character?s age.
The next three pages of After Sunset Vampires present eight new feats for vampiric PCs and a listing of equipment that, with the sole exception of plasma bags, is used to hunt vampires (something that seemed like an odd inclusion for a supplement about playing vampires as opposed to hunting them). Of the feats, all seem fairly balanced with exception of Immortal Experience which allows the vampire to use any skill untrained, even those marked with the ?Trained Only? designator.
The Vampire Hero core racial class is described in detail on the following four pages of the document. It is here, ironically, that things get a wee bit more generic in that the Vampire Hero has much more in common with the vampire of legend than their modern motion picture counterparts that the rest of After Sunset Vampires is fixated on. A welcome addition to the material already covered, this base class overrides some of those specific assumptions about vampires that I bemoaned earlier and opens up several possibilities for character concepts.
Finally, the last two pages of rules content in the document present optional rules for killing vampires with a stake to the heart, hunting (or more correctly, feeding) off-screen, and Bloodtouched (vampires born of a human mother) . All of the options except for this last one are explained in detail, which is a tad bit disappointing, as this last option is the most intriguing of the three (it is only afforded two short paragraphs of vague description).
In the end, if you?re looking for high adrenaline horror in the vein of Blade or Underworld, then After Sunset Vampires will definitely be right up your alley. If, on the other hand, you?re looking for more traditional gothic horror in the vein of Dracula or Castle Freak, you?d be better off looking somewhere else. While the buy in price of $2.95 is a bit steep for 15 pages of rules content, with so few products on the market that cover this ground for d20, I think that it is worth paying.
<br><br><b>LIKED</b>: The attention that it pays to subject matter left largely uncovered in d20 products. The aesthetically pleasing artwork. The vampiric feats (with the exception of Immortal Experience) and the Vampiric Hero core class.<br><br><b>DISLIKED</b>: The Immortal Experience feat seems very unbalanced. The optional "rule" for Bloodtouched really isn't a rule so much as it is a very brief and ultimately useless description of such vampires. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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The ninth book in the series presents new spells that quite useful to those needing to travel. Some of the spells are pretty useful and certainly fills niches. The problem I see is that most of the spells are leaning quite a bit towards to low levels; and I feel that a couple of them should've been at a higher level. Background story is only so-so, with enough things to work on as a hook, but otherwise nothing particularly interesting.
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<b>LIKED</b>: With some slight tinkering of the spell levels, the spells are actually quite helpful when running a session involving travelling. The addition of the two new items is certainly a bonus.<br><br><b>DISLIKED</b>: The cost of the book is missing, likely a badly missed typo. I've also noticed that the editing has been getting worse as one progresses down the series. It's no longer just one or two editing oversights.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is a flavorful collection of spells focused around heat, sand, flame and genie power with some impressive attack abilities. As a game item, the book bestows the special ability to summon twelve advanced genies, who are fully statted.
This is a wizard spellbook, but some of its unique spells also have listed Bard and Druid levels. It's unclear how a bard or a druid would have access to these.
The burning serpent lacks clear information on how the spell effect can be defeated, which might determine whether that spell deserves its quite high level.
I'm not as impressed with the physical description as with some of the other books in this series, though the use of glass as a motif is well done. The bardic lore section is a little strangely ordered, since it gives the writer's genie blood, a piece of knowledge described as little-known, more easily than recounting the flavour text of the introduction. It includes no items of knowledge that would lead PCs to the book so misses an opportunity to provide an adventure hook.
<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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As all the previous books of the series, a useful background story is provided as a source of adventure hooks with several new spells to try out. This one just didn't really strike me as inspirational.<br><br>
<b>LIKED</b>: Some of the desert theme spells would serve PCs and NPCs well. Overall, fits the flavour of the book.<br><br><b>DISLIKED</b>: The seventh book in the series feels... plain. I'm not sure if it's just me not liking the ties to genie and the obvious reference to arabian names and such.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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It never occurred to me that a wizard would want to be a mason! Nice idea. The new spells are nicely spread out over the levels. Also, the addition of new metamagic feats for walls is a nice touch.<br><br>
<b>LIKED</b>: The new wall spells are perfect for dropping on a party of unsuspecting players...<br><br><b>DISLIKED</b>: Some of the walls don't feel like belong in their stated levels, especially the high-level ones. But it's hard to measure them I guess.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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While the idea of drawing power and knowledge from a realm of slumbering or dead mad gods sounds interesting, the way it's presented isn't really that interesting. In fact, the story feels bland and rather unrealistic or believeable. The background story isn't really on par with the previous four books of the series. The spells on the hand, are somewhat useful and explore certain niche spell effects. The spells lean towards the higher levels and are mostly utility spells.<br><br>
<b>LIKED</b>: The first three 8th-level spells of the series are all in here. :)<br><br><b>DISLIKED</b>: Despite the author of the book being a dwarven diviner, the fact that only 2 of the 12 new spells are divination spells (with one of them not even having a school...) just feels strange. The madness flavour of the spells sometimes feel a bit tacked on.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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An acceptable background story of a wizard with a love of ray spells who went on to create an academy of wizardry. The spells are nicely spread out across the levels and adds to the variety of spells, providing additional effects.<br><br>
<b>LIKED</b>: Interesting spells. Interesting background story (although I find the name of the wizard a bit hard to pronounce).<br><br><b>DISLIKED</b>: Spells and background story. They simply don't mesh. The description of the wizard founder is a nice person, yet some of the spells are obviously evil in nature. How he could've created the spells in the first place is beyond me. Also, I have a hard time believing that an academy of magic can be easily destroyed with a mob with only one single survivor.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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One of the dangers of creating an environment-specific sourcebook is creating a gaming supplement so narrowly-focused that the material can't be used unless certain environmental conditions are met within the game world. "Masterwork Characters: Out of the Deep" from Clockwork Golem Workshop doesn't fall into this trap. Instead, writer Adam Windsor has focused on creating a new game supplement that captures the flavor of the mysteries of the sea that can be used by nearly any character, class or race.
However, if you don't want to play any of the existing races, "Out of the Deep" presents the Mako, a race of shark-like humanoids that (especially since they have no level adjustment) would be an attractive option to players wanting to play an aquatic race, but wanting to stay away from the stereotypical aquatic elf motif. The Mako are presented as a standard player race, ready to insert into any game or campaign, and special care is given to make them stand out from other seafaring races while giving suggestions on how to integrate them into a group of adventurers.
Some of the feats are obviously sea-specific (Born to the Water or Mariner, for example), but not all of them are, so again, "Out of the Deep" keeps the aquatic feel without isolating landlubbers (the Weathered feat could be an attractive feat for nature-bound druids or rangers).
There are three prestige classes presented here, one fighter-based and two magic user-based (although, as a nice touch, a brief sidebar demonstrates how to turn one of these magic-based prestige classes into a psionic-based prestige class). Never redundant, these three prestige classes not only present interesting options to a player, but might spark an idea or two for a GM looking for interesting NPC choices as well (especially the witch pirate prestige class!).
Nine new spells help to fill out the witch pirate's spell list, but also offer a number of unique spells available to most spell caster classes (there were no offerings for clerics, but since the section describing the Mako make a point of explaining that there are very few clerics among the Mako people, this makes sense). The spells "blinding spray" (conjuring a cone of saltwater to direct against your enemies) and "flame ward" (protecting an area from fire and fire-based magic) stand out.
A section on magic and mundane items brings "Out of the Deep" to an end. Even though this section is subtitled "Artifacts of the Deep," there are no artifacts here. Instead, these are simply items or armor enchantments that can either strengthen an existing "sea-feeling" to an on-going campaign, or can be used to introduce an aquatic element to a game. The items are well thought out and incredibly balanced.
Overall, "Masterwork Characters: Out of the Deep" is a fun sourcebook that presents rules, flavor and flair that can be used in any game and, surprisingly, nearly any setting. It would be best used in a sea-going game, obviously, but don?t let that scare you off. Not only can this material be used in a land-locked adventure, it can serve to inspire players and GMs alike to bring a little of the ocean to their game table.<br><br><b>LIKED</b>: Instant portability<br><br><b>DISLIKED</b>: Very few editing and layout issues<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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After Sunset: Vampires is a 20-page color PDF. It is fully bookmarked, but there is no table of contents. I think the minimalist cover image of a moonlit city is striking for a PDF from a small publisher and the sparse interior art is decent as well. Layout is quite acceptable, but it does have some pretty big, ink-sucking borders at the top and bottom of each page.
Vampires is a focused product. It contains rules for running vampires as a PC race in a D20 Modern campaign. You get the expected vampire species traits and a long list of optional weaknesses to ?personalize? your vampire PCs. For instance, the default species has an aversion to garlic, but you could easily substitute a need to slumber from sunrise to sunset, a requirement that they sleep in their own soil, etc. if one of those weaknesses better fits your campaign. To go with the vampire species, you get a new vampire hero base class and a selection of vampire occupations. In addition to the above, you also get new feats, equipment, information on becoming and spotting vampires. The PDF is rounded out with a selection of optional rules. I especially liked the suggestions for ?off camera hunting?. Someone did some actual thinking about a topic that is sure to come up quickly in a campaign filled with vampire PCs.
As I said earlier, After Sunset: Vampires is a focused product. And in this case, that is a good thing. All of the information presented is useful for running Vampires as a PC race. There is no fluff. The writing is good. The presentation is good. If you want PC vampires in your D20 Modern campaign, this is the place to look. I applaud Clockwork Golem Workshop for delivering a product that actually stands out from the crowd. I wouldn?t call it terribly innovative, but it delivers what it promises in a smooth package. And in the sea of mediocre d20 PDFs that I wade through on a regular basis, that?s really all that I could ask.<br><br>
<b>LIKED</b>: It is focused and well-written. It delivers what it promises - rules for running Vampires as a PC race in a D20 Modern campaign.<br><br><b>DISLIKED</b>: I don't like big, black borders. They suck the life out of my poor printer.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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Well, let's just say that if you're looking for something of a legacy of a lost order of holy warriors, then this is a good start. Unlike another commenter, I found the story to be nicely written and quite nicely outlines the beginnings of a continent-wide search for the lost book to revive the order. A good holy campaign where the heroes are pitted against all the forces of evil... sorry, got carried away.
As a book of clerical and paladin spells (just as rebuttal to the commentor) there is a rule where these can be treated as special spells and need to be learned the way arcane spells are learned.<br><br>
<b>LIKED</b>: The holiness of it all ^-^. I believe some of the spells nicely fills some niches in the standard spell list.<br><br><b>DISLIKED</b>: I find it funny that after 4 Lost Books, there still isn't even one single level 8 spell...<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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No one has commented on this. But since I bought the first one, I decided to give this a try. The Red Fist surprisingly refers to a weapon. The 'book' part of this series are actually military reports, spells, and arcane lore stored inside the weapon. That sounds really strange to me.
Of the 12 new spells, only about 4 can be counted as something useful for a tactician, which is what this Kull is supposed to be. The other spells explore the tyranny and dominion aspects of the faith Kull belongs to, as well as 1 or 2 utility ones. While these are pretty interesting spells, one of them has an ambiguous description. The spells also tend towards the lower levels. There's nothing wrong about the spells, for some reason, I was hoping for more focus on the "military tactician" side of things, despite the description already being clear on that.<br><br>
<b>LIKED</b>: The spells are pretty useful, both in the hands of players and NPCs. As the first book, the background is easily inserted into most campaign settings that feature a God of Tyranny.<br><br><b>DISLIKED</b>: Not what I was hoping for, but there's not much to not like.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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Aside from the halfling wizard privateer (a very unappealing combination for me), I must say this thrid of the Lost Books series is pretty good. The background story is very sufficient and has enough hooks, tie-ins, and ideas that can get you several gaming sessions.
The new spells seem to be rather interesting and should be fun to play. Plus, they really fit in well with the idea of a powerful halfling wizard/captain that has a "love of hot spices and the sea".<br><br>
<b>LIKED</b>: The spells and the adventure hooks.<br><br><b>DISLIKED</b>: There was a mistake where one of the new spells didn't get listed in the spellbook. At least, I thought it was a mistake...<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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I didn't find this product that interesting, but it has several useful spells for unusual combat senarios as well as usual ones.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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OMNI-Database (3): Project Mindwar is a Mutants & Masterminds sourcebook for a group of villains that emerged from the wreckage of the US Government?s Project Mindwar. Like all of the product in this line, the information is presented as coming from a set of files from OMNI-Labs, which keeps a database on known paranormals. The OMNI-lab files are provided to be printed and used as in-game handouts.
Project Mindwar was an outgrowth of the US supersoldier project but focused on enhancing psychic abilities. An accident destroyed the project, driving most of the members insane but enhancing their abilities. Creating a few dozen (as the GM requires) agents with very minor psychic abilities and five full supervillains:
Agamemnon, formerly the head of the Project Mindwar, his megalomania fully activated by the accident he uses an arsenal of psi-active weapons. Believing himself to be the rightful ruler of the world, he occasionally appears to subdue ?rebels? and advance his control. Agamemnon works as an excellent plot device in his bids to ?rule his world? and with his ability to create new paranormals using the techniques he pioneered at Project Mindwar.
Achilles, invincible super-soldier, as long as he believes in himself. The most powerful of the Project Mindwar paranormals, Achilles is a nearly unstoppable warrior, unless he doubts his abilities, then he flips into a non-powered form. Achilles works as a freelance supersoldier, often finding himself serving Agamemnon.
Grim, is just that. The disaster at the Project left him almost incapable of feeling emotions. Using his awakened talents and a cache of experimental drugs from the Project, he works as a mercenary, seeking something, anything to make him feel again.
Interceptor, a USAF officer seconded to Project Mindwar who focused his latent abilities though a battlesuit. After the accident, he now sees anything flying in US airspace as a threat to the country to be destroyed. He maybe played as simply insane or as a tragic hero, trying to do what he thinks is right.
Mako, who can control his own shape through ?micro kinesis,? is a dangerous killer for hire. Possibly the most dangerous and ?evil? of the paranormals created by the accident.
A solid group of characters and a possible origin point for a psychic powered hero (either as part of Project Mindwar or as one of Agamemnon?s subjects). It should not be difficult to fit Project Mindwar into most modern M&M campaigns.<br><br>
<b>LIKED</b>: Solid with a fair number of hooks built into the characters.<br><br><b>DISLIKED</b>: Would have liked a bit more information on how the government was trying to deal with these villains.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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OMNI-Database (4): AEROForce is a Mutants & Masterminds sourcebook for the villainous group known as AEROForce. Like all of the product in this line, the information is presented as coming from a set of files from OMNI-Labs, which keeps a database on known paranormals. The OMNI-lab files are provided to be used as in-game handouts. A very nice conceit.
AEROForce is an interesting group, organized by Aero, a mutant with air-control power. Aero has a lasting grudge against the media who ruined his career as a soccer player. He is a champion of mutant rights, an enemy of media corporations, and a successful criminal. Aero has the potential to be a good foil to a hero, suave, savvy, a careful planner, and his agenda will inevitably bring him into conflict with the heroes.
The rest of AEROForce are supercriminals who Aero has recruited to act as his support and to provide powers and skills he needs (such as raw combat ability):
Bounty, a former member of a British anti-paranormal unit, he is not a super himself but simply an extremely well trained and equipped soldier including a custom cyberwhip. Bounty works as a freelance killer on the side and still harbors a hatred of the British government.
Crunch, mob-enforcer from the 1930s resurrected as a one-ton crushing machine of stone and steel. Not the brightest villain, he realized that he needed someone to direct him and was happy to be recruited by Aero.
Flake, AEROForce?s psychic and second most important member of the team (after Aero), her precognition and other abilities are central to AEROForce?s ability to plan their jobs. A radical idealist, Flake really does want to make the world a better place but sees the world as being oppressed by big corporations. The heroes are just ?stooges of the powers that be? and ?pawns for a corrupt system?, she does not want to hurt people just wake them up.
Mars, is a history professor who has acquired four mystical artefacts allowing him to pose as the Roman god of war. Beyond just being a brutal combatant, Mars is always seeking new magical artefacts to increase his personal power which could easily place him in conflict with any mystical hero.
As each of the characters is fully detailed, with at least two pages devoted to background, motives and tactics, they can be used as solo villains or as part of the group. As they all have their own agendas, or work as mercenaries, there are multiple ways to get them involved in a campaign.
A useful sourcebook if you need some new villains for your campaign.<br><br>
<b>LIKED</b>: Exciting characters presented in depth, allowing for a multitude of campaign uses.<br><br><b>DISLIKED</b>: Nothing really.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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