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Leira isn't a new deity in the Forgotten Realms, but not much has been written about her before now. This book hopes to remedy this, by expanding her history and philosophy into something you can bring to your table.
There's plenty of background material here, including a poem that should explain a bit of how worshippers of Leira view illusion, but you shouldn't dismiss it all as being irrelevant to your game. Even if your players don't visit the divine realm of this goddess, they can still interact with the Seeking Order of Spellbinders, and experience a different kind of encounter with the glamers.
There are also two magic items that can be handed out to players who want to explore this religion, but hopefully they won't need any bribery to find out what this reborn goddess has in store for them!
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Eliisi is a multi-faceted god: at different times either the Warming Fire or the Cleansing Flame. Either one of these personas would make for a fine addition to a Forgotten Realms game, but with the mixture of these two you get something truly special.
This booklet includes a full run-down of Eliisi and her congregation, as well as player options (a magma genasi heritage, as well as spells and magic items for her faithful to employ), so even if you're not a DM there'll be something of value here.
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Steve Kenson has an impressive portfolio in roleplaying games, and Icons draws on that wealth of experience to form a sleek system that can model virtually any comics character you care to think of, while keeping the mechanical cruft to a minimum.
Character creation is a breeze if you choose to roll your hero up on the tables provided, and there's enough room to customise the results to ensure you can get a hero you're happy with (even when you'd never in a million years have expected to roll THAT combo!). But if that's not to your liking, the game includes a point buy system as well.
With all the variety in abilities and powers, you might be wondering how the game balances out. And with the Determination rules, I can say it does so quite nicely. The game responds well to player improvisation, so Aunt May can still shine next to her partner Galactus, if her player just spends their Determination wisely.
Beyond the rules, the book gives you all you need to build challenges for the players, with guidelines for rolling up villains just like the heroes, or even rolling up an entire universe to set your adventures in! There are also character sheets for some of the star players in the Icons universe, in case you want inspiration or just a quick villain to use if you're in a hurry.
Finally, I want to acknowledge Dan Houser's great work illustrating the whole book and, I believe, the entire line beyond it. Houser's style fits great with the feel of Icons, and his art alongside Kenson's writing gives the game such a strong sense of character that's really quite charming.
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Icons is a simple system with a lot of depth lurking beneath the surface, and this Quickstart does an amazing job highlighting that. With the four heroes provided, and diverse set of challenges from the adventure, there's plenty you can do to explore this game with just this one booklet.
And once you feel the need to spread your wings and create your own heroes and villains, the full game is always ready for you to dive into the Icons rabbithole, and see just how deep it goes...
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Captain Holland is a teen superhero ready to be dropped into any of your supers campaigns. As an infant, a number of diagnoses made the outlook for Ray Perkins grim indeed, but a radical treatment gave him a new lease on life, and superpowers to boot!
This pdf follows the standard format for Superseeds up to now: it gives you the backstory of Ray Perkins/Captain Holland, along with his motivations and everything you'll need to put him into action at your table, and a number of characters from Captain Holland's life that might make a showing in your campaign.
Afterwards, you'll get some guidance on different ways to introduce Captain Holland to your game, as well as six plot seeds that can kickstart your adventures. Then you'll get Ray's character sheet for Advanced FASERIP, ready to jump into action!
As a hero with Down syndrome, there are people who will try to demean and denigrate Ray, but in true superheroic fashion he pushes past the hate and shows the world exactly what makes Captain Holland such a great hero!
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Machado de Assis is a unique twist on Patchlord Productions' formula: an intelligent weapon that can transform anybody who wields it into a superhero! Well, to be clear, it's more like three intelligences, and the interplay between these three and their respective histories will do a lot to inform how your game plays out if you include it.
As each of the three personalities behind Machado de Assis has their own agenda, backstories are provided for each one and how they came to be intertwined with this mystical axe. There are also rules for bringing them to heel, in case a character finds their new weapon isn't cooperating.
As well, you have a set of plot seeds that can be used to kickstart an adventure. With hundreds of years of history to draw upon, there's a lot of ground that can be covered in a campaign, whether your players wield this legendary axe or they have to face a villain doing so!
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Vandria Gilmadrith isn't a new addition to the Forgotten Realms canon, but up until now she's been a goddess of little distinction. With this work, Paul Leone has expanded on her and turned her into a deity worthy of inclusion in your game. The daughter of Corellon Larethian and the goddess who would become Lolth, Vandria's life has been marked by tragedy. As such, she doesn't fit in so neatly with the rest of the elvish pantheon, giving you opportunities to roleplay friction between her worshippers and theirs, or to try and attempt a reconciliation if you so choose.
After introducing her, the text goes on to describe ruins once dedicated to Vandria's worship, now shrouded in secrecy by the peoples who occupy it. We then move on to her largest temple, and the worshippers who come to pay homage to her there, and after that to her divine realm and the most trusted servants who inhabit it. Also included is a write-up of the orichalcum elves, a new variant you can use in your Fifth Edition games, and a set of magic items either used by her worshippers or tied to Vandria's past.
The pdf includes some stunning artwork by Romina Jones and, in a relatively short space, crams in a lot of gameable information. If you're interested in expanding your Forgotten Realms game, this purchase is definitely worth your time.
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This is a short pdf detailing the elvish goddess of music and lore, dwelling within the woods and wild places of the Forgotten Realms. Wood elves, bards and many others will find her a welcoming patroness. The pdf begins by laying out her stats, followed by a description of her past, and her relationships among the other divinities of Faerûn. Included here are plenty of seeds ready to bloom into full plotlines for your home game.
Afterwards, we're treated to a page describing her realm of Ghleann Amhrán. If you play a cleric or other devotee of Carliehn Meluthil then this can give you some good imagery to draw upon when communing with her, but for higher-level parties you can look forward to actually visiting the goddess herself! The domain is evocatively described as a place of serene beauty, filled with the wondrous music of its wildlife, centred around a glorious monument to the goddess, the heart of this realm.
Following on from this is a description of the Starsingers, a tribe of wood elves ready for you to drop into your game. They are a nomadic people, so you have plenty of opportunities for them to be introduced to your party, if you so desire. Finally, there are a couple of magic items and a collection of bard spells that will be of interest to followers of Carliehn Meluthil. Of course, an enterprising bard might well look to learn some of these secrets themselves, if you wanted even more potential for stories.
So, in just a few pages, this pdf crams a lot of goodness. If you want to set your next character apart, this goddess could be the perfect patroness for you.
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After a botched immortality ritual, the Italian mystic Cosimo di Cosenza's soul is trapped in the candle his revenant bears. This Superseed covers his backstory, gives you some ideas for plots involving the villain, and stats him up in Advanced FASERIP.
The backstory is only a few pages long, but it makes good use of that space, giving you a good picture of Cosimo's personality, along with characters like Theodore Barstow, a Victorian wizard who thought he could control Candlekeep.
You'll also get six plot seeds, each one finding a different way to use Candlekeep as a villain and giving you lots of potential adventures to use this character in. Each seed gives you an open-ended situation, so you and your players have a lot of leeway in responding to the various plots.
Finally, Candlekeep's FASERIP stats are provided. He's got a dangerous soul-stealing attack to watch out for, but if that's not dangerous enough for your party then feel free to make use of the Cosimo Eternal option from one of the seeds, where he becomes a powerful sorcerer instead of an undead, and really throw your players for a loop!
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This Superseed works a lot of magic into a few pages: after the title page and license info there are three pages of backstory and plot ideas for the Armagedroid, a power-copying android in the vein of DC's Amazo.
Three pages might not sound like a lot, but the author does a great job working in related characters like the Armagedroid's creator Droidmaster, or its fellow android Lord Machina, to hint at a rich superheroic world lurking behind the scenes.
Along with the background information, you also get six seeds for plots you can take the Armagedroid on, with a nice diversity of approaches it can take to your players' characters. Each seed introduces a situation, but leaves you open to many different ways of resolving each one.
Finally we have the stats for the Armagedroid, a truly fearsome power-duplicator who can prove a fair match for virtually any superhero team after copying some of their powers. If that's not enough, you also get power-sets for the Armagedroid after copying some of the characters named in its backstory, in case you want to take your players by surprise.
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One of the best features of the Forgotten Realms is the depth of information for you and your players to dig into, and this book is an excellent addition to any library. Each of the 51 gods are presented with an eye towards use at the game table, including origin myths (often with multiple choices to give their devotees something to debate about), relationships with other gods and the different ways they're depicted and worshipped by their faithful. The descriptions do a good job of characterising each deity, but the real strength lies in the story ideas embedded in each one.
Along with each deity you'll be given something to tie them to the material world, whether that be a champion for players to interact with or an artifact to be discovered. And, while the feel of each god is laid out, there's room for a player to adopt one as their own and add their own ideas to the mix.
There are three pieces of art, each one at the beginning of a section, so the book is mostly text, but the art chosen is wonderful and fits nicely with the minimalist layout. There are also two short stories that bookend the deity descriptions, introducing some of the characters you'll become acquainted with in the book at the beginning before resolving itself at the end, once you've become more familiar with the gods.
If you're looking for some ideas for your next Forgotten Realms game, or if you just love reading about different gods and religions, you would do well to pick Deities and Demigods of Faerûn up.
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This PDF is relatively short, but it packs a lot of goodness into a few pages. I received this PDF as a reward for the Superseeds Patreon, but I'd have been more than happy to pay for it. With that said, here's what you'll find:
After the title page and OGL information, you're treated to three pages describing Rouge. That may not sound like a lot, but Fred Furtado does an excellent job using punchy descriptions and vivid imagery to convey information in a small space.
This section covers Rouge's backstory, motivations, current interests along with advice on modifying her for your game and six plot seeds that can be spun off into their own adventures. Scattered throughout are allusions to other characters and organisations that make for a rich background.
The last page covers Rouge's stats, where the Advanced FASERIP rules really shine as a host of eclectic powers (seriously, there's a lot of leeway for manipulating the colour red!) are described very succinctly, with space left over for design notes and modifications for Rouge as she was in her youth.
So there's a lot to work with here, and for the low price this is well-worth picking up as a piece of inspiration for one of your games. Even if you don't play FASERIP, the background details are a great source to build upon for whatever your game of choice is.
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