Overall a moderately interesting book. The constructs in this book don't seem to go as far as one might imagine. I'd look at the stuff from Forgotten Realms and the gnomes and Gond stuff before I went here.
This is precisely the kind of thing that I think D&D is missing. I love this kind of flavor. It's what made White-wolf characters so interesting and I think this book has it for your basic d20 fantasy stuff. I'd be careful as the kinds of powers it gives you can get out of hand pretty fast. Maybe if you were in the habit of starting characters out at a higher level (say like 3rd or 4th), this wouldn't feel out of balance at all.
I loves me some kung fu, and I loves me some modern rpgs, so this is like "you got your chocolate in my peanut butter..." I'm crafting a superheroes game and this is the perfect, non lethal addition to such a thing.
I love these books. They really do a lot for what your modern characters can do, even just using the 6 basic classes. This and its companion are the perfect expansions to a modern game, much better than just a big book of guns.
I loved the first one a great deal. This is more great stuff of the same. I'm not really one for playing with all the fx stuff, but just the same, it has a lot of great information for taking a modern game without fx and pushing it even further.
I loved it for fantasy, and I love it more for modern. This is what every Wizards product is missing. White-wolf was great almost exclusively because of the merits and flaws. Now you can bring that system to the universally applicable, ultracool d20 modern system.