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This is a much more interesting magic shop, well hidden (with a clever device that allows rogues to pass more easily than honest folk) and selling a variety of stolen goods (that is, adventure hooks, if the kindly DM wants to take advantage of them), light and concealable weapons and things of interest to thieves and assassins.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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This presents a simple enough alchemist's shop, what Telgen the gnome stocks (at standard prices) and how quickly he can replenish it, with a few points of flavour or basic adventure hooks to pique the players' interest now and then.
It's very generic, but that's probably appropriate for a useful campaign device to convert GP into one-use magic. The only thing I might want to see (from bitter experience) is a few better anti-theft precautions than DC 30 locks, especially since Telgen has already been raided by an unscrupulous adventuring party.
<br><br><b>DISLIKED</b>: Some spelling mistakes missed in editing.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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Looking for supplements to throw into the mix in an ongoing D20 Modern Campaign, and having quite a love for lycanthropes, this seemed quite the natural choice. It's decently short, and tightly focussed on the subject at hand.
There are a couple of ideas I might have added into the mix (and I still can for my use), and I would likely have gone in another direction in at least one portion, but overall a decent supplement.
I would say that for $2.50 for 12 pages (+1 for the cover, +1 for the OGL), I would expect a shade more bang for my buck but I certainly wouldn't say I'm displeased with the value to the point of that knocking anything off the score I give it.
There were several good parts of this supplement, and I would quite recommend it for almost any gaming groups looking to include werewolves into their D20 Modern game.
The lower score is quite simply for the one assumption the product made and the places where I would have gone in a different direction.
If this were an objective review, I'd likely give it 4 stars, but as it's a subjective review, I'm going to stick to 3. <br><br>
<b>LIKED</b>: Breaking the werewolf's abilities into Talents and Bonus Feats in order to make it a viable player character option.
Leaving the 3 nights of the full moon phase as a time for the werewolf to remain feral and easily roused into a berserk fury.
Not keeping the werewolf as an absolutely evil monster. No reference whatsoever that a character who changes voluntarily into the hybrid form becomes evil. (I believe the modern terminology I'm looking for here is "mad props!" unless it has recently changed)<br><br><b>DISLIKED</b>: The built-in assumption that lycanthropy is an inherited condition, solely (though this is somewhat mitigated by the infectious lycanthropy optional rule).<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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I picked up Project: Mindwar on a lark, needing to pad out an order to get a nice round number on my credit card (don't ask!). I'm quite glad I did, though, because the concept behind it is very interesting, and the villains are of great interest to me. The wanted posters at the end are my favorite feature, and I plan to use them as soon as possible. The free Second Edition upgrade to this product has only increased my regard for it, and I think I will be checking out more Clockwork Golem Workshop Superlink offerings in the future.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Like other books in this series I am pleased. Short, concise, and to the point. It is a great bargain.<br><br>
<b>LIKED</b>: My favorite thing is how easily this can be cross-ported to other games. I originally got it to b eused in DnD - but the entire series can be easily used alongside other intertesting tomes in the Cthulu system.<br><br><b>DISLIKED</b>: I would be okay with less crunch - sometimes the extras seem a bit forced. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Useful is the term I use for this product. A useful race, 3 classes (none of which require a waterbreathing race), magic and feats.
I was hoping for more of an underwater related product (thus the average rating) but if you want something for seafaring, there should be something here for you.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is not just for wererats. Any rat or rat-like creature will benefit from most of the feats. The new race and monster are useful for those DMs who want to use rat-like critters but not wererats (the disease can be a pain). It is nice to see a psionic power in addition to the spells and domain.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>
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Rather good all-around. Apart from adapting a few names to fit my campaign, I can use practically everything in this PDF. Some items like cryo-gauntlets can also easliy be reworked to do electrical damage instead of cold damage with no mathematical heavy lifting to adjust the stats, which a busy GM appreciates.<br><br>
<b>LIKED</b>: Many useful weapons for a variety of tech levels. Practically no duplication of other third-party D20 Future material.<br><br><b>DISLIKED</b>: Bare-bones visually, but I suppose illustrations and fancy borders only eat up ink when printing anyway, so it's only a minor quibble.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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While this is a cute little supplement, it can also be re-tasked to serious purpose. Many of the traits are useful and valuable in other settings (though, perhaps you need to ditch the squrrel bit).
Personally, I'm waiting for somebody to really, seriously look at the totem animals of older religions. You'd find your owls and your wolves, but you'd also find rats, squirrels, raccoons, and geckos. They were, indeed, far more common than most. Having been born in the year of the (explitives deleted) goat, I'd love for somebody to take a more serious look at the animal kingdom in its entirety.
Be that as it may, even slightly tongue-in-cheek it is a useful source. The "nut storm" spell, with a bit of re-writing, could make a good double-purpose spell. Mire your foes in nuts, fruits, and leaves, slay them, AND have your next meal. Just wipe the blood off.<br><br>
<b>LIKED</b>: It was fun, and had a number of minor gems. Although the Masterwork Characters set is not known for great editing or layout, it works well, and Secrets of the Squirrel works exactly as advertized.<br><br><b>DISLIKED</b>: Really, it was all okay. However, the product was written to be funny-but-playable, and I would have much preferred "simply playable".<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is a great, if short, supplement. It doesn't exactly depower werewolves, rather it gives them access to powers as they gain levels. It is entirely intended for Modern, but the werewolf class can easily be re-designed for Fantasy (or Future) without much tinkering at all.<br><br>
<b>LIKED</b>: Works as advertized.<br><br><b>DISLIKED</b>: A bit thin and specialized. How about other werebeasts? What if I want to play a wereboar, wereeagle, werefox, or wereshark (each of which I have played in various games)? Using them with this supplement may require a good deal of tinkering, YMMV.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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It's not clear to me how a book of clerical (much less paladin) spells benefits a character under the rules and this product certainly provides no guidance on that fairly important question.
Many of the spells seem to do much the same thing, in different areas of effect. The history of the book is less interesting than many of the others in this series and doesn't present any additional background rules material. In sum, though as well written and presented as ever, this doesn't show a lot of imagination and compares unfavourably for me with other titles in the Lost Books series.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is excellent work by any standard and quite remarkable for the price. As it says on the blurb, it's a spellbook (with its history and physical description, both with some very nice touches) that features spells of personal combat derived from negative energy and disease. The spell concepts are fresh (no pun intended) and skilfully written.
Some of the spells have minor mechanical oddities, to me. The two 1st level spells and vicious disarming are probably over-strong for their stated spell level but that's easily fixed by bumping them up a level.<br><br><b>DISLIKED</b>: The fine imagery of the black ice fortress is lessened in usefulness, to some degree, by placing all of the information that might lead PCs there at the highest possible Knowledge DC - who's ever going to see it other than the DM?<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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This is a really cool product for several reasons:
First of all anyone wishing to do action-horror games based on films like Blade, Van Helsing, Underworld, or the like will find the flavor of this to be perfect. (Which is good; the designers had that in mind when they made the product.) Second, GMs wishing to sic werewolves on lower-level parties will find this an absolute godsend. Allowing the monster to advance as a base class, complete with talents and bonus feats is a really cool idea.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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This product had me laughing from the very first page to the OGL insert. I HAVE to find some way to integrate this material into my current campaign. I actually wish that I could cast Drunkard's Cure and Butterboar's Foamy Blast. If their other product are this good, RPGnow will be busy sending out download emails.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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It provides the background on a rather interesting book and the character who wrote it. The story details are not very long, but enough to get started on. Some of the spells are pretty interesting, and they don't deal with undead, which is great, as it adds more variety to necromancy. As was mentioned, the spells feel slightly more powerful than standard spells, but these are rare spells, so it should be limited anyway. But the flavor and creativity is right there.<br><br><b>LIKED</b>: The spells. The font is a nice touch.<br><br><b>DISLIKED</b>: Short background. But given the price, I'm not really complaining.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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