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Darwin's World: Nuclear Edition
Publisher: Misfit Studios
by Ralph [Verified Purchaser]
Date Added: 04/29/2024 19:04:57

This edition of Darwin's World makes good use of the Savage Worlds rule set while bringing in the flavor of a Mad Max meets Gamma World combination. Highly recommended for anyone wanting the post-apocalypse experience.



Rating:
[5 of 5 Stars!]
Darwin's World: Nuclear Edition
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The Stormbound PF1E
Publisher: Cobalt Sages Creations
by Ralph B. [Verified Purchaser]
Date Added: 11/24/2021 02:05:11

The Stormbound for 1st edition Pathfinder is an innovative addition to anyone who enjoys Dreamscarred Press' Akashic Mysteries. A versatile adventurer who wields the power of a planar storm in combat. The various Storm veils give you a versatile set of tools to control a battlefield, from different damage types, to modifying the terrain, and other features. That said it can be very powerful and potentially system breaking. Use cautiously.

Note that you don't need Akashic Mysteries to use this pdf as its fairly self-contained. That said I would definitely recommend it to get the full use of the class' scope.

All in all a great pdf. Just use with care.



Rating:
[4 of 5 Stars!]
The Stormbound PF1E
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Art of Wuxia Core Rules
Publisher: DwD Studios
by Ralph B. [Verified Purchaser]
Date Added: 07/22/2020 04:43:52

An excellent iteration of wuxia! The ruleset is direct and simple to use but contains enough detail to make advancing a character fun and interesting over time. Skills cover dozens of different kung fu styles that feel different from each other, numerous spells for sorcerers, alchemies, and many others. Well worth your attention.



Rating:
[5 of 5 Stars!]
Art of Wuxia Core Rules
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Construct Mechanus
Publisher: Ronin Arts
by Ralph B. [Verified Purchaser]
Date Added: 12/19/2002 00:00:00

I really, really wanted to rate this pdf a solid 3 or even a 4. But it has some serious issues with play balance and the amatuerish design of its new core classes. Basic things like Saving Throws seem to be decided in a completely arbitrary way with no reference to the way its traditionally done in the Players Handbook. Scads of supernatural, spell-like powers, and bonus feats make the classes even more of a mess to deal with.

The two races (the Stilts and the Abominus) are pretty well done, but without balanced classes can lead to problems.

Feats and miscellaneous firearms rules are ok. Nothing special here.

Still if you don't mind doing a little house ruling on the information presented this pdf can lead to some fascinating characters. I can recommend just on the wierdness of its premise. I like wierd!



Rating:
[2 of 5 Stars!]
Construct Mechanus
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Four-Color to Fantasy: Superhero Toolkit (Original 3.0 Version)
Publisher: EN Publishing
by Ralph B. [Verified Purchaser]
Date Added: 09/27/2002 00:00:00

I own a number of d20 superhero games and up till now I never really got what I expected. Teamfrogs horrific 'Foundation' was my first one, and a good reason to never try d20 supers again. But I persisted with 'Silver Age Sentinels d20'. SASd20 was an excellent game by itself, but it totally rewrote the core rules. Its d20 in name only.

But with 'Four Color to Fantasy' I got exactly what I wanted...a superhero supplement that is totally compatible with the core rules. Compatible and balanced as well. You can make a Hero class character and run it with the more traditional fighters and wizards without a problem.

FCtF bills itself as a toolkit and it succeeds here. With advice on how to integrate the rules into a variety of settings you should have tons of ways to introduce superpowers. One of my favorite ideas is to use the Hero class as a means to build your own templates. Half-demon love child of the high witch? We got you covered! Godling banished from his home plane? No problem! Plus it covers the more traditional aspects of superhero roleplaying pretty well...but it is the uses in a fantasy game that have attracted me.

Classes: The Hero class is the star here. With its flexible power rules you can cover just about any superhero type. But you still need the other core classes to get the full benefits of your powers so it balances well. No players is going to survive as a Hero alone. The second core class is the Specialist. Its the player characters answer to the NPC's Expert class. Just as good in its own way as the Hero.

Superpowers: The system has a solid set of superpowers to choose from, plus enhancements and penalties that let you modify the powers to suit your characters identity. Its got a few omissions (the most glaring being a lack of a way to simulate hand to hand attacks...how do you do Wolverines claws? No clue.) but its nothing that will prevent you from getting full use of the system. Natural20 press is going to release 'The Big Book of Superpowers' in a month or two, so any problems here will likely be solved. Power wise the superabilities compare favorably with those used by wizards and sorcerors without being overpowering. Since you have to buy power ranks in a similar system to skills it has a built in balance.

Overall I prefer non-d20 superhero systems for super games. D20 just doenst do it for me. But as a supplement to my Forgotten Realms game or fantasy in general you cant beat Four Color to Fantasy! Or if your just a d20 nut than this may just be the super system for you.

R.A. Boettcher



Rating:
[4 of 5 Stars!]
Four-Color to Fantasy: Superhero Toolkit (Original 3.0 Version)
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