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Blood and Time
 
$8.95
Average Rating:4.1 / 5
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Blood and Time
Publisher: RPG Objects
by Mark C. [Verified Purchaser]
Date Added: 06/18/2006 00:00:00
Blood and Time opens with a snappy cover and both print and on-screen versions of the PDF, pretty much a standard in PDF publications today. It offers 3 new prestige classes and a new occupation. There is a slew of new weapons and equipment for different time periods which is heavy on the iron/bronze weapons, ideal for an older age fantasy campaign. This helps fill out the oldest weapons not already listed in the d20 Modern. The chapter on temporal mechanics takes a look at different forms of time and how major changes to the past affect the future. This look at elasticity is must better than the all-or-nothing hard line many writers take on time travel, trying to establish very strong rules to prevent paradoxes. Hitler and the Nazi?s are so very often dragged into time travel that it has just become a staple and here they are again, but along side Egypt and other civilizations. There is a slew of NPCs to go along with these organizations. On an esthetic note, I enjoyed the art. It would have been a really nice touch if the clock hands changed on each page, but it would have meant a lot of extra work for the Easter egg. The picture of Hitler and what appears to be a time machine is a darned sight better than the clock-o-rama that older chronomancers have been saddled with. Most of the book, pages 41 to 80 of 81 pages is taken up by a timeline of earth giving a year by year account of events from 1897 and 500 BC then jumping back by millions through the other ages. This is a useful extra if you are running an Earth campaign and can be adapted to other settings but isn?t something you want to print otherwise. There are some neat adventure ideas tucked in among all this history.

<br><br><b>DISLIKED</b>: There is no way to actually time travel in the book. This is my chief complaint about the book (and please correct me if I somehow missed it) but there are no time machines, no spells or powers, no rituals, no magic items or natural gates that allow time travel. The book discusses method, accuracy, preparation time, effects of transport and size/weight restrictions but there no examples of actual time machines. The GM is left to create them herself.

?Paradoxes are headaches.? This negative statement starts the section on paradoxes and could have been better worded with a positive spin. The book offers two solid solutions to paradoxes ? you can only change an event once (difficult to enforce) or paradoxes shunt you over into an alternate time line which is a great solution to these problems. None of the Anomaly prestige class?s abilities indicate what action (how long) they take to perform and none of the three prestige classes gain the ability to time travel. There is no index or table of contents, although the book is short enough that this is not a major problem.

<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[3 of 5 Stars!]
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Blood and Time
Publisher: RPG Objects
by Mark G. [Featured Reviewer]
Date Added: 06/05/2006 00:00:00

?Blood and Time? is RPGObject?s 81 page genre sourcebook for the d20 modern game system. This genre supplement written by Charles Rice comes with a fully bookmarked screen version and a non-bookmarked printer friendly version. The product which is devoted to the concept of time travel within the d20 modern game, is separated into three chapters.

The first chapter of this supplement is for developing time travel characters and clocks in at about 21 pages. Within this section you will find three new advanced classes for time travelling characters including the anomaly (a being that exists outside the normal flow of time and who gains limited control of the timestream), temporal historian (the Reed Richards of any time travelling group, who helps the team fit in to the environment and not cause unnecessary temporal damage) and the temporal enforcer (the soldier who travels through time to conquer or set things right). Also included is a chrononaut occupation which grants one of the revised technology feats presented in this book. Next is a discussion of the Progress Levels as designated by the d20 Future SRD and the book reprints what is available there with the addition of PL 9:Time Age. It is at PL 9 that society has advanced to such a state that time travel becomes possible. In the d20 modern book, weapon proficiencies are divided into archaic, simple, personal firearm, exotic melee and exotic firearms levels, and although this works in a d20 modern game its not particularly realistic for a game that spans centuries. In a time travelling game one man?s simple weapon is another?s archaic. To adjust for this reality, Charles Rice has introduced a system that groups weapons instead by progress level Ancient (PL 1-3), Modern (PL 4-6) and Furturistic (PL 7-9) that can supplant the existing weapon proficiencies. Each of these has a basic and expert level which keeps the number of weapon proficiencies necessary to learn relatively constant for time travellers. The remainder of this chapter is focused on equipment for progress levels (1-4), PL 5 is in your d20 modern book, and PL 6-8 are covered in a number of WOTC and third party supplements. Now I must urge some caution here, these weapons are not D&D type weapons that vary a little bit by damage and cost but instead written up with care and detail taken to present an accurate historical representation of the weapon.

As such:

  • Until the introduction of Damascus Steel in PL 2, weapons will break in battle from mistrikes and not from just sunders.
  • Flails ignore shields
  • Rapiers suck against medium and heavy armor
  • Heavy crossbows (with the right ammunition) can ignore light and medium armor all together.

The second chapter weighs in at about 16 pages focuses on the topic of temporal mechanics and provides the DM with a campaign model with which to launch their fledgeling Blood and Time campaign. The mechanics section talks about the method used by the characters to travel, the power source, accuracy of travel, preparation time, physical and psychological effects of travel, and size and weight of equipment for transport. It also looks at how history can be potentially changed either through hotspots (personal interference, economic interference, cultural interference, environmental interference or technological interference) and how elastic or changeable the timestream is in your campaign. Paradoxes and alternate timelines are discussed as well. Its interesting to not that the area on temporal mechanic actually doesn?t contain any game mechanics but is left as a fluid fluffy discussion. I think this will potentially drive the focus of the campaign to the historical and future events moreso then the intricacies of time travel itself. Sort of like Doctor Who, we don?t often see his pilot or prepare the T.A.R.D.I.S for travel, the adventure just starts when he arrives where he need to be. The campaign model is called Time Enforcers and involves Time Enforcement Agents, ancient time gates, Fyr?Toll (alien invaders), and members of the Thule that could be best described as amalagam of Time Cop/Stargate/The Last Crusade, if such a thing can be imagined. Though I am not particularly found of this campaign model some aspects should resonate with players as familiar and make jumping into a time travel campaign easy.

The final chapter spans 40 or so pages and provides a historical timeline of historical facts and leading theories spanning the time from the Big Bang 13.7 billion years ago to 1900-1910 and the major wave of Italian immigration to the United States. At 1911 and for the remainder of the 20th century will be developed through the Timeline series of releases. Throughout this section there are 17 sidebars called ?Adventures in Time? that explain how certain events could be a good source of adventure. Hopefully, the Timeline series will also look at areas before the 20th century like Timeline: The Fall of Rome or Timeline: The Rise of Charlemagne

The product is well edited and cleanly laid out. There are couple of typos in the npc stablocks but nothing significant. The art seem sparse especially as we got close to the end of the pdf. All of the character?s chapter is open game content and all of the NPC blocks in temporal mechanics are open game content. <br><br> <b>LIKED</b>: Well edited, laid out and researched product. Campaign model that is easy to relate to. Extensive historical timeline presented. More realistic weapons A technology feat system that would well in time travelling or d20 Future games <br><br><b>DISLIKED</b>: The character class options are very focused on the one campaign model. It would have been nice to see more than 3 advanced classes. No sample Thule opponents. Both Thule and Fyr?Toll see underdeveloped and could use more support here or in a Modern Dispatch. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Blood and Time
Publisher: RPG Objects
by Chris G. [Featured Reviewer]
Date Added: 05/27/2006 00:00:00

Blood and Time

Time travel is a always a tough part of a game. There has been a few different attempts at time travel games and products with a wide variety of success. Most deal with travel in our own world?s history though a few have made the attempt at incorporating it into a fantasy world. Both of these seem tough to do and I am always interesting at seeing the attempts people put forth. I was surprised a few weeks back when two new time travel book hit the market and this review covers the first I got, the other one will follow. RPGObject?s time travel book is called Blood and Time. It is written by Charles Rice and makes a good add on to d20 Modern or d20 Future games. The PDF is eighty one pages long and the lay out and art all of the good quality RPGObject?s PDF s usually has. The PDF is well book marked and easy to use. Blood and Time is a sourcebook that needs to be added to d20 Modern Future or past. It is written under the assumption that Earth?s history up till now is as it is. And it really does not predict or imagine what the future holds out side of the general descriptions of the different PLs like one can find in d20 Future. The book has a nice if small bibliography of sources that have time travel elements that can be used for inspiration. There are movies, books of fiction, and some really enjoyable episode of Star Trek the original series. The PDF starts with three new advanced classes specifically designed for use in a time travel campaign. The first is called the Anomaly. This is a person that can sense time travel and interact with time in a unique fashion. The temporal historian is an expert on the past and is able to identify if things in time have been changed. Then there is the temporal soldier. He is here to enforce temporal laws, conquer in other times, preserve the time line or try to change it. The book then goes into the different Progression Levels (PLs) and explains briefly what each is about. While the information is good here it would be very interesting to see examples of each ones especially the futuristic ones. There are some very general feats then that allow someone to become familiar with the basic levels of technology of different groups of PLs. The book also has lots of equipment for the lower PL areas. The book is about time travel and it does give different ways to make that happen. Specific time devices are not mentioned but discussion on power sources and accuracy is. The book then goes into changing history with the ideas of hot spots. Hotspots are specific places in time that significant things happened. There are different kinds of hot spots like single individual, economical instances, cultural places, and other types. Next the book covers different types of temporal stability. There is the Butterfly Effect where any minute change can have drastic effects on the future. The other extreme is elastic time where it really does not matter what a time travel doe history somehow basically stays the same. The book ends with a rather large and complete time line of history. It does not cover everything and just gives one the barest of information. But it makes a very good jumping off point to see what and where a group?s players will end up. The book is a nice if simple way to use time travel. It does a not cover complex things like how time travel can change a civilization and what actions can have on future events. That is all left to the DM to determine themselves.

<br><br> <b>LIKED</b>: Great resource of a time line and classes for a time travel game<br><br><b>DISLIKED</b>: I'd have liked more info on time travel societies<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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