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Frontiers of the Empire
Publisher: Halfling Caravan Games
by Sean S. [Verified Purchaser]
Date Added: 03/08/2018 13:39:55

The product is bills itself as a set of rules the incentivizes the exploration pillar of play. What it is guidelines on providing XP rewards for exploration. Save yourself a dollar and read the exploration section of the Pathfinder Reference Document.



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[1 of 5 Stars!]
Frontiers of the Empire
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Creator Reply:
Sorry that it didn't match your expectation. They were built on the idea that what you reward is what you see happen more; so adding overt reward for heading outside the 'safe places' is to encourage that behaviour. Maybe you could describe what you were expecting beyond a rewards system?
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d20 Modern Core Rulebook (d20M)
Publisher: Wizards of the Coast
by Sean S. [Verified Purchaser]
Date Added: 09/01/2015 09:57:41

The product is advertised as an OEF file, but is a scanned and OCRed file. The only change from the original file I bought in 2009 is the addition of bookmarks.



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[1 of 5 Stars!]
d20 Modern Core Rulebook (d20M)
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Legendary Races: Rakshasa (PFRPG)
Publisher: Purple Duck Games
by Sean S. [Verified Purchaser]
Date Added: 09/22/2011 14:54:44

Legendary Races - Rakshasa Publisher: Purple Duck Games Author: Stefen Styrsky, additional writing Mark Gedak Artists: Michael Scotta (cover), Mark Radle (interior), Jennifer Taylor (interior) Page Count: 24 (1 cover, 1 Credits, 4 pages OGL, and 18 pages of game material) OGL Content: Yes Bookmarked: Yes Price: $3 (12.5 cents per page, 16.67 if you only count game material)

Disclaimer: I was provided with a copy of this product for review purposes.

Layout: Simple, basic two column layout, Times New Roman for body text,

Art: Six approximately quarter page illustrations, four of which are tied thematically to the product and two appear to be white space filler (specifically a crystal ball and a decanter with glasses).

Content: Legendary Races Rakshasa (herein LR:R) is Purple Duck Games third entry in its Legendary Races line of supplements. LR:R offers a cornucopia of well thought out cornucopia of game mechanics for both GMs and players alike, a rare and welcome combination. LR:R breaks down into eight sections:

Rakshasa Rakshasa origins, physiology, habitat and society. Purple Duck has a slightly different take on rakshasas viewing them as subtle corrupters along with the standard view of rakshasas as power-hungry overlords. The intriguing concept of “face cousins” is introduced in the habitat and society section, where along with a rakshasa's loyalty going up along hierarchical lines all rakshasas that have the same animal head share a bond of loyalty or kinship that often leads to divided loyalties.

Rakshasa Magic This section presents a Rakshasa school of magic for wizards and an alternate rakshasa bloodline for sorcerers. Mechanically the first ability of the school, glamer mastery worries me. It increases the save DC of all illusion (glamer) spells cast by the wizard and at 20thl level allows the wizard to see through any glamers per true seeing. With the extremely limited amount of illusion (glamer) spells in the core rules (nine total for wizards: blur, disguise self, displacement, hallucinatory terrain, invisibility, invisibility sphere, magic aura, mirage arcana, and screen) I don't think the ability will benefit a PC all that often, especially compared to extended illusions which glamer mastery replaces. Copycat provides a mirror image like ability, while fearsome hunter provide an improved phantasmal killer spell-like ability with additional uses as the wizard increases in level.

The rakshasa bloodline will be familiar to those who own Adamant Entertainment's Bloodlines supplement (also authored Stefen Styrsky). Published prior to and unlike the rakshasa bloodline in Paizo's Ultimate Magic the bloodline presented in LR:R focuses on emulating the physical might of rakshasas providing claws, skill bonuses, dexterity increases, speed increases and finally an infusion of might at 20th level giving the sorcerer DR 10/evil and SR 31 (which may be over the top).

Rakshasa Racial Class If you are familiar with WotC's Savage Species and its monster classes you will recognize the rakshasa racial class as a spiritual descendent. Unburdened by level adjustments (which were eliminated in Pathfinder) LR:R provides a simple logical 10 level class (matching the 10 racial hit die of the rakshasa) that can be used for both PC's and NPC's. While most GM's will probably balk at allowing a PC rakshasa for more than a one-shot game, the true brilliance of the class shines through in its utility for the GM. If you're running a campaign where rakshasas figure prominently or you want to use one against a low-level party your options were pretty limited until said party reached 7th level (6th with the young template) unless you wanted a TPK. The rakshasa racial class allows the GM to create custom low level rakshasas for their players to encounter without the fear of overwhelming them. My only quibble with the class a presented is that it should +2 Int and +2 Wis as part of its initial ability score bonuses to allow the average rakshasa to built with the class to have the same statistics as found in the Pathfinder Bestiary. The sections finishes with a NPC rakshasa created using the racial class. No CR is provided for the NPC, but it looks a like a CR 6 or 7 encounter to me.

Half-Rakshasa A fairly well-balanced race that focuses on dexterity and charisma with a logical set of racial abilities including spell resistance. Along with racial traits a full set of alternate racial traits are provided including abilities like detect thoughts, minor DR X/evil or resistance to mind-reading. A full page discussion on rakshasa class choices covering all the classes (including alternate classes exception the anti-paladin) published by Pazio is provided along with customized favored class options. Like the preceding section an NPC half-rakasha is presented. The half-rakshasa race is well designed and I wouldn't have any problems allowing it in my game.

Eastern Options This section is is aimed squarely at players. It provides one new sub-domain and four new archetypes for players choose. The insight sub-domain belongs to knowledge domain and replaces the lore keeper power with epiphany which allows the cleric to grant a single ally a bonus on an attack roll, saving throw or skill with the bonus increasing as the cleric levels. The new archetypes are Adept of the Perfect Form (fighter), Akarupe (Monk), Beast Lord (ranger) and Mind Thief (Rogue).

Adepts focus on improving the body's ability to resist damage. They lose proficiency with medium and heavy armors along with shields and gains proficiency with monk weapons. Bravery is slightly modified and armor training is replaced by mental armor which grants a natural armor progression. Armor mastery is replaced with Rock of the Ages which allows the fighter to use his Wisdom modifier to in place of one his physical attribute modifiers. The text on Rock of the Ages is confusing and could use some clarification

Akarupes stress enlightenment and gain access to ki pool one level earlier than normal, which delays access to fast movement until sixth level. They also replace diamond body and diamond soul with always ready and greater defense both of which continue the theme of enlightenment through awareness.

Beast lords gain their animal companions earlier than normal, can telepathically command their companions, the ability to sense what his companion is sensing and eventually command animals through the Wild Mind ability. Again this is an ability that needs clarification. It says the beast lord can command animals to do his bidding, but doesn't reference any existing abilities. What exactly are the limits? Is it like charm animal, dominate animal or command undead, but applied to animals? How does it last. Looking at the text it seems like concentration, but I'm not certain. It also prevents the ranger from using his favored enemy ability while he is dominating an animal, which strikes me as too much of a penalty.

Memory thieves gain several spell-like abilities that, surprise allow them to changes their foes memories. As they progress in the archetype memory thieves can use memory lapse, modify memory and eventually expend as spell-like abilities.

The archetypes presented are well designed, and feel exotic enough that they would fit in an eastern setting. With only two problematic class abilities, which only need clarification vice redesign these archetypes are sure to please players and GM's alike.

Darsun Khopesh A magical khopesh used a mythical hero used to slay an might rakshasa asura. The Darsun khopesh uses Purple Duck's legendary weapons' rules to scale the power of the magic item as its owner increases in level.

Monsters Four rakshasa related monsters appear in this section: Asura, Darba, Ravenna and Vetala. The asura is a powerful rakshasa and originally appeared in Goodman Games' The Guide to Rakshasas. It has been updated to Pathfinder and essentially is an advanced rakshasa with additional spell-like abilities. The darba are members of a demonic group known as pisacha that share several traits with rakshasa. Darbas have some rather powerful travel abilities for CR 6. I'm not sure why greater teleport and plane shift are part if the darba's spell-like abilities as they are native outsiders and their lore doesn't support them being planar travelers. Ravenna are also lesser kin to the rakshasa, but are CR 4 monstrous humanoids that embody the animal side of rakshasas. Vetalas are undead that occasionally arise from those tortured to death by rakshasas. These CR 8 undead are able to possess corpses and can only be laid to rest when the rakshasa who murdered them is slain.

Additional Material This section reprints three pages of OGL material used by Purple Duck in the document. In this section you will find the chameleon archetype (rogue), osyluth guile feat, the pleasure domain, 8 spells and game rules for the khopesh.

OGL The section 15 declaration should include:

Bloodlines: New Options for Sorcerers. Copyright 2011, Adamant Entertainment: Author: Stefen Styrsky.

Likes: I really liked the rakshasa racial class, its nice way of building lower CR monsters that allow me to surprise my players with foes they wouldn't expect to see until higher levels. The player material is nicely balanced and a welcome addition to the official body of material published by Paizo.

Dislikes: The short amount of space devoted to expanding the background material on rakshasas'. The single page of material covering Purple Duck's take on the rakshasa's origin, physiology, habitat and society feels like a tease. I feel they could have easily expanded the habitat and society section into a full page or more with greater depth on inter-rakshasa relations and their relations with mortals.



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[4 of 5 Stars!]
Legendary Races: Rakshasa (PFRPG)
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Book of Darkness
Publisher: Magechantry
by Sean S. [Verified Purchaser]
Date Added: 05/28/2010 12:35:57

Layout: Very basic, text is unjustified, inconsistent page numbering (some pages are numbered, others aren't) , excessive column width spacing, minimal bookmarks, images hidden behind text.

Art: Three good quality illustrations only one of which (a picture of a dragon) is not thematically tied the book's concept.

Content: MageChantry's Book of Shadows bills itself as a professional quality supplement that provides an OGL look at using shadow magic. The claim to OGL compliance rapidly evaporates on page eight as the whole page after the sentence “And in the beginning there was darkness...” through the first sentence of the second paragraph on page 10 is copied verbatim from WoTC's Tome of Magic (pages 109-110). The only change made was to replace the word magic with magick. Leaving aside the jarring and pretentious use of magick instead of more common magic; the plagiarism of an existing product with the expectation that your audience wouldn't notice is very insulting not to mention unethical.

After the plagiarized introduction to shadow “magick” the Shadow Mage base class is presented. The Shadow Mage class as presented is poorly designed and overpowered. The Shadow Mage lacks the standard introductory flavor text, role paragraph and hit dice sentence that has become the industry standard. Instead the class description starts off with class skills. The Shadow Mage shares the same skill list and skill points as a wizard with the addition of Stealth as a class skill. The Shadow Mage shares the same weapon and armor proficiencies as the sorcerer. The poor design of the Shadow Mage begins with how the class casts spells. The class casts spell as a wizard but suffers from MAD (Multiple Ability Dependency). A Shadow Mage's Intelligence score is used to determine the highest level spell he can cast, while his Charisma score is used to determine the DC of his spells. Under the spells section the Shadow Mage is noted as shadow specialist with Evocation, Necromancy and Transmutation as prohibited schools and gains full access to mysteries as spells (no explanation of what a mystery is is given, for those unfamiliar with WoTC's Tome of Magic it is the Shadowcaster's spell equivalent). This is first time the concept of a Shadow Mage as a specialist wizard is brought up. The Shadow Mage studies spells like a mage and requires a spell book. The Shadow Mage gains bonus spells from a high Intelligence score, though this discussed under the subject of Bonus Spells (Spell-like) which is confusing. The Shadow Mage shares the Arcane Bond class feature of a wizard. The Shadow Mage also gains a number of class abilities above and beyond what a normal specialist wizard would receive from specializing. The Shadow Mage gains a bonus feat at level two and every four levels after, gains the negative trait Instability at fourth level where the level of light affects the Shadow Mage's ability to successfully cast a spell, the negative trait Sunlight Sensitivity is gained at level 12 where the Shadow Mage takes subdual damage (non-lethal in Pathfinder) from sunlight, the Depth of Shadow ability is gained at fourth level which allows the Shadow Mage to attempt to improve the DC of his spells, quicken his spells or take control of some one else spells with a successful Spellcraft check (failure results in damage to the Shadow Mage) and finally the Cloak of Darkness ability which grants a 50% miss chance to all ranged attacks, immunity to magic missiles, a deflection bonus to your AC, the ability to hide in plain sight and bonus to Stealth checks.. The specialist bonuses from the Shadow School are generally overpowered, poorly written, closed content or a combination of all three. First the Shadow School grants four specialist abilities instead of the standard three. The specialist bonus is a cover bonus expressed as a percentage that increases with character level and can be invoked once per encounter for a limited duration (this should concealment based on how it is written). The first specialist ability is Eldritch Blast (the closed content ability of the Warlock from Complete Mage but with a reduced damage progression). The second ability is Wings of Darkness which transforms the Shadow Mage into a crow swarm that is immune to non-magical attacks and follows different rules than normal swarms. The penultimate specialist ability Dark Domination which is a quickened dominate monster spell usable once per day at 20th level.

The next section of the book covers new mysteries and Paths. This is perhaps the best section of book and most of mysteries are well written except for several glaring exceptions like cursed flame, dark transfiguration, disastrous orbs, falling sky, frigid orbs, ghostly blade, rebellion of nature, shadow immersion, shadowy touch, and nightmare feed. These mysteries are either overpowered, their game mechanics are unclear or both. Closed content material from Spell Compendium, Tome of Magic and Eberron is referenced throughout the Mystery section.

The final section of the book covers a slew of feats to aid users of mysteries and introduces a new type of feat call Path Mastery that provides a useful ability if you learn all three mysteries in a Path. While the concept is sound, like so much else in the book the execution is hit or miss with some feats being wildly overpowered like Guarded Mind (permanent mind blank and immunity to charisma ability damage) or Curtain of Shadows (concealment in any light condition except full sunlight) while others are well thought out such as Dark Trekker (does not provoke attacks of opportunity while in shadowy illumination) or Ebon Hand (increased reach with touch attacks). New metashadow feats (metamagic feats for mysteries for those of you who don't own the 3.5E Tome of Magic) are also provided, most which are simply copies of standard metamagic feats changed to apply to mysteries.

Likes: The new mysteries greatly expand the options available to Shadowcasters along with providing solid shadow-themed spells if used by a sorcerer or mage.

Dislikes: Pretty much everything else, from the layout, the plethora of confusing game mechanics or complete lack game mechanics (i.e. what is a mystery and how do they work?) to the price. Given that you are really only getting 39 pages of material both the regular price of $20 and the sale price of $10 are both ridiculous. I wouldn't recommend buying this book, but if you must don't pay more than four dollars for it. If you are expecting the Shadow Magic equivalent to Secrets of Pact Magic from Radiance House Publishing you'll be sorely disappointed.



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[1 of 5 Stars!]
Book of Darkness
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Creator Reply:
Just a couple of points, I do appreciate feedback... 1. As to plagiarism, that is a quote, clearly spelled out as a quote and meets all legal and literary conventions for using 2 sentences as an indirect reference to the Shadow Caster. Your review makes it look like I ripped out entire pages, which 2 sentences clearly is not. 2. There is nothing from the Spell Compendium or references to it that I am aware. 3. As far as the Closed Content from Eberron or Tome of Magic, I assume you are referring to the similar class abilities. They have different mechanics, different names although similar effects. There is no copy and paste there as well, its like trying to say that fighters being proficient with swords is closed content (and yes I know the PHB is not closed). 4. Using Magick instead of magic... we aren't all from the United States, but it is noted. Thank you for taking the time to review this product, and I hope you are happier with the update (BTW the price has come down significantly due to advice and feedback from other customers on the Paizo boards).
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Black Market: The Definitive D20 Guide to Cyberpunk Gear
Publisher: Adamant Entertainment
by Sean S. [Verified Purchaser]
Date Added: 10/23/2005 00:00:00

Disclaimer: The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images (though there is one piece of B&W and one piece of color art in Black Market). This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading.

Black Market is billed as the ?definitive guide to cyberpunk gear?. While I?m not sure it is definitive, it is the first book in Terminal Identity line to truly discuss elements of the cyberpunk genre and how they effect and influence the information provided in the book. This is cover in sidebars scattered through the book that cover such things as faxphreaking, older and exotic armors and scrounging. Black Market breaks down into three sections: General Gear and Services, Weapons & Services and Vehicles, plus a very brief introduction.

The Introduction provides paragraph descriptions of each of the three major sections.

The General Gear and Services chapter plunges straight into the heart of the matter by beginning the chapter with a discussion of how branding/style are important to the cyberpunk genre and how they can be employed in the game to enhance the roleplaying experience. Additionally your get three brands ready for use in your game. Next is discussion of what the authors call ubiquitous converged computing. This is the addition of computer processors to nearly everything in your household and beyond. This followed by a section on wearable computers which are broken down by function, including teleoperators (which are expanded on later). Following wearables is a short section on clickables, which are peripherals that can be used with the wearable computer components. Following clickables we get a section on nanofactories and nanofaxes which are the primary manufacturers of goods. Included is a discussion of subscription services (Want to always have the latest fashions? No problem just sign up for the haute couture service, assuming your have the money to afford it), durability and disposable and how they affect the game (not mention it keeps the corps flush money as you buy new gear to replace your old stuff). The last part of the chapter covers odds and ends that don?t fit anywhere else, like nanowriters (PDA of the future), Pretty Happy (dermal drug tattoos), artificial foods and holography.

The Weapons and Armor chapter contains seven new weapons, two new armors and mods. The weapons includes the CPAWS (a follow-on to OICW), Needler, Kinetic Tactical Weapon (sniper railgun), Gray Goo grenades, Screamer grenades (sonic grenade), ?Rattler? Whip (a retractable, steel whip that can also carry an electrical charge) and the Tagger, a non-lethal weapon utilizing tagger nanites to track a suspect. Following the weapons is the Holographic Targeter which can provide a variety of benefits to the user, but is listed as a piece of equipment when it would have been more suited as a gadget, mods follow this theme. Mods are described as add-on parts for older weapons that are designed to improve one more aspects of said weapons performance. According to the description that sounds like mods should be a gadget. Instead they are pieces of equipment that can be added to a weapon. While I like the idea of after-market modifications for weapons I think the authors should have presented the mods as both gadgets and pieces of equipment (which could then be added to a weapon using the integrated equipment gadget). The end of the section covers two new armors: Chameleon tactical armor and reinforced clothing. Again I think some of the abilities of the Chameleon tactical armor could have been represented as gadgets or equipment attached using the integrated equipment gadget.

The Vehicle chapter consists of eight vehicles, one cybernetic device and an Advanced Class. The vehicles range from the cheap build-it-yourself derby to high-tech panzers (the art for which I like). The vehicles while not overly imaginative fit the cyberpunk genre. Following the vehicles is the Teleoperator Cybernetic Control System which is basically an implanted version of the teleoperators equipment from chapter one. This makes for an easy segue into the Teleoperator Advanced Class.

The Teleoperator is a specialist in operation remotely controlled vehicles and drones. The class has 10 levels, with a poor base attack progression, good Rfelex saves, regular Fortitude and Will saves, d8 hit points, a decent skill list and 5 skill points per level (4 for non-humans).

The Teleoperator gains several special abilities related to the vehicles he teleoperates at every odd level and a bonus feat at ever even level. The special abilities include Immersion (which I have some serious issues with game mechanic-wise), Vehicular Evasion, Defensive Maneuver, Op Specialization (while not as bad as Immersion it is vague on saying what exactly the bonus from specialization applies to), Op Trick and Kick It. <br><br> <b>LIKED</b>: More than anything else I liked that Black Market actually discussed how equipment is viewed and used in the cyberpunk genre. I found the sidebars scattered throughout the book to be very informative and concise.<br><br><b>DISLIKED</b>: While I made comments about the layout in my disclaimer, Black Market?s layout is terrible. While running all the sections together leads to little wasted space it makes reading the book more difficult. Also the inconsistent application of d20 Modern/Future standards (e.g. breaking equipment down by PL, gadgets etc.) in comparison to other books in the line causes Black Market to get a lower grade. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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[3 of 5 Stars!]
Black Market: The Definitive D20 Guide to Cyberpunk Gear
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Posthuman: The Definitive D20 Guide to Human Augmentation
Publisher: Adamant Entertainment
by Sean S. [Verified Purchaser]
Date Added: 10/20/2005 00:00:00

Disclaimer: The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading.

Posthuman was one of the first supplements to be released dealing with the Cybernetic rules from d20 Future. It breaks down into five sections: Introduction, Posthuman Template Class, Biotech, Nanotech and Sample Characters.

The Introduction covers what Posthumans are (in this case cybernetic, genetic or nanotech enhanced humans), some of the questions the development of posthumans pose for society, a sidebar on Posthuman versus Transhuman and a section on using Posthumans in a modern-day setting.

Next the book presents the Posthuman Template Class (which is actually three classes covering cybernetics, biotech and nanotech). The author explains his reasoning behind using a template class, how the template class differs from other classes, what the Posthuman class is (an alternative to the rules presented in the Cybernetics section of the Modern SRD) and guidelines for using the Posthuman class with ?regular? cyborgs.

The Posthuman class is geared towards a high-technology game and its abilities reflect this. The class has five levels, with a medium base attack progression, good Fortitude save, regular Reflex and Will saves, d8 hit points, a decent skill list and 5 skill points per level (4 for non-humans).

The Posthuman gains three special abilities at each level: Modification Points, Tolerance and Superior Upgrade. Modification Points allow the Posthuman to buy augmentations (cybernetic, biotech, nanotech or any combination) without making a Wealth check. Additionally the Posthuman can save any unspent Modification Points to use at his next level. Tolerance is essentially the Cybertaker feat, but covers all three types of augmentation. Superior Upgrade gives the Posthuman?s augmentations a special ability or eliminates a weakness from them. For example the Idiot Proof Superior Upgrade makes one type of the Posthuman?s augmentations easier to repair, (re)install or remove.

Following the Posthuman Class we get rules for Biotech. The Biotech rules cover Creation and Healing, Installation and Removal, and Benefits and Drawbacks. Two new feats are included in the Biotech section: Biotaker and Craft Biotechnology. The Biotech section includes a list of Biotech equivalents to existing Cybernetics along with 12 new biotech enhancements ranging from Antiagathic Therapy to Tectogenetic Engineering (an alternate way of gaining a gene-therapy template).

Following the Biotech section we come to Nanotech. The section starts out covering the standard areas of Creation, Installation and Removal, Benefits and Drawbacks. Two new feats are included in the Biotech section: Craft Nanotechnology and Nanotaker. Included is a sidebar covering what changes if any apply to the nanotechnology presented in the Modern SRD. There are also rules for modeling cybernetic and biotech augmentations as nanotech (increase the PL by 1 and purchase DC by 4). 13 new nano-augmentations are provided ranging from Assembler Cloud to the Shapeshifting Colony.

The final section presents three characters from three different Progress Levels that utilize the rules in the book. Yang Ping is a PL 6 cybernetic post-apocalyptic survivor of a nuclear war between Europe and China fighting to restore China to its former glory. Nanzi Janz is a PL 7 biotech revolutionary fighting against the repression of the Jovian Catholic Church and its cyborgs. Keshanth is a PL8 nanotech mad scientist who rules a portion of the galaxy with an iron fist conducting inscrutable experiments. <br><br> <b>LIKED</b>: The book expands on the material found in d20 Future and provides new rules and augmentations that allow players and game masters more variety in their games. The rules are well thought out and follow the d20 Modern conventions. Adding them to an ongoing campaign shouldn?t present and difficulties.<br><br><b>DISLIKED</b>: I can?t really find much that I disliked when I read the book minus the disclaimer above.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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[4 of 5 Stars!]
Posthuman: The Definitive D20 Guide to Human Augmentation
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Netspace: The Definitive D20 Guide to Virtual Reality
Publisher: Adamant Entertainment
by Sean S. [Verified Purchaser]
Date Added: 10/20/2005 00:00:00

Disclaimer: The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading.

Netspace provides alternate computer hacking and virtual reality rules to those found in d20 Cyberscape (previously published as a free web enhancement for d20 Future found here). It breaks down into five sections: Introduction, Character Types, Netspace, Hacking Netspace and Virtual Life.

The Introduction provides paragraph descriptions of each of the four remaining sections.

Character Types introduces as new race, a template and an Advanced Class. The new race is the S2 Artificial Intelligence. The S2 AI is an unusual race in that it exists purely in Netspace and normally can?t interact with the physical world (robot drones and IO devices being the exception). The S2 AI receives a number of ?racial? abilities related to its computer nature including the ability to rewrite sections of its own code (swapping ability score points around). The most confusing thing about the S2 AI is that as it advances as a character it receives additional racial abilities based on its level. Now to me it sounds like the S2 AI should have a racial class progression, but none is provided. Also two of the abilities it gains contradict each other (the 2nd level Self-Evolution ability and the 3rd level Netspace Existence ability).

The new template is the Netborn. This template is designed to represent computer junkies who the vast majority of their time plugged into Netspace. The Netborn are more adept at manipulating Netspace than most, but have trouble dealing with real world and receive penalties to Listen, Spot and Search checks as a result.

The Neurohacker is the wizard of Netspace. They range from vandals, to system administrators to data thieves. The Neurohacker is a support class who aids his allies by taking control of opposing computer systems. The class has 10 levels, with a poor base attack progression, good Will saves, regular Fortitude and Reflex saves, d4 hit points, a decent skill list and 5 skill points per level (4 for non-humans).

The Neurohacker gains one of three class features per level: Paradigm, Edge or Bonus Feats. Paradigm is defines how the Neurohacker uses his skills. Each Paradigm grants the user access to two Neurohacking sub-skills (more about the Neurohacking skill appears in the Hacking Netspace section) which the become class skills. Edge gives the Neurohacker special abilities related to Netspace ranging from Ambulatory, Clan allies, to a Patron AI and more.

The Netspace cover the basics or interacting with the virtual world. Access describes how you enter Netspace and includes four new pieces of equipment. Virtual Geography includes security classes, domains (one or more zones run by a common administrator), user access levels, zones (a discrete section of Netspace with its own rules), firewalls (defensive programming within a zone), icewalls (offensive programming within a zone), links (portals between domains and zones), objects (broken down into two types simulacra and symbols) and movement. Character combat in Netspace is also covered in this section.

Hacking Netspace covers the rules for using Computer Operation and Neurohacking skills to manipulate virtual reality. Neurohacking is broken into six sub-skills each of which must be bought separately (like Craft and Knowledge skills). The Neurohacking sub-skills are Avatar, Automata, Ghosts, Infiltration, Netspace and Security. Neurohacking (avatar) allows the user to make changes to the ?physical? abilities of his Netspace avatar. Neurohacking (automata) allows the user to create virtual life that serves the user for period time or lets the user take control existing virtual life. Neurohacking (ghosts) allows the user to engage in mind control against other users in Netspace. Neurohacking (infiltration) is actually something of a misnomer as the skill is actually used to inflict symbolic damage or to breakdown fire/icewalls. Neurohacking (netspace) allows the user to create virtual objects, zones and through extended application of the skill whole domains. Neurohacking (security) allows the user to create fire/icewalls and also let them increase their virtual defense scores.

Computer Operation is not forgotten and can duplicate the functions of all six of the Neurohacking skills. The downside is that the DC is higher and the actions take much longer to perform that if the Neurohacking skill was used.

Also included are rules for creating a S2 AI and emulating FX spells/powers in Netspace. Finally we get four feats related to Netspace.

Lastly the Virtual Life section covers using existing creatures in Netspace via the Automaton template and also discusses using S3 AI (god-like artificial intelligences) in the campaign. <br><br> <b>LIKED</b>: The rules for Neurohacking are one of my favorites from the book. Now I can recreate the ghost-hack incidents from Ghost in the Shell with ease. <br><br><b>DISLIKED</b>: The rules on S2 AI are a bit vague for a player character race. Additionally while rules are complete as they are more detail could have been added in some areas. I can envision more uses for both Neurohacking (avatar) and (ghost), such as using Neurohacking (avatar) to hobble an opponent?s avatar or using Neurohacking (ghost) to implant false memories.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Netspace: The Definitive D20 Guide to Virtual Reality
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Future: Datastream -- 2005 Collection
Publisher: Ronin Arts
by Sean S. [Verified Purchaser]
Date Added: 06/27/2005 00:00:00

This is an initial comment as the subscription has been running for less than one month.

This product is for the the D20 Modern player or gamemaster who couldn't get enough of the D20 Future source book. It does a good of expanding the material there along with providing material D20 Future didn't have room to include or kept as PI. So far there have been several robots, mecha, optional rules, weapons, equipment, armor, a nanoaugmenter along with an organization. The material covers PL 5-7 so far. This is an incomplete list of all the material, but it should give the prospective buyer a better idea of what they can expect. <br><br><b>LIKED</b>: The wide variety of material presented including cybernetics, weapons, armor, gadgets, NPCs and orginizations. <br><br><b>DISLIKED</b>: Not much really, my only complaint could be that the emails were recieved irregularly i.e. 2 one one day none on another. In the end I always recieved 5 emails and sometime one or two more in a week. Also a clearer product description would have helped me make my decision to subscribe sooner. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Future: Datastream -- 2005 Collection
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