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The last set covered most of the "Standards"...while there are some classics here, they are of the slightly non-standard variety.
Written in the same format as the first set, this supplement adds doozies such as Acid Spray and Rolling Rocks (think Indiana Jones). A few of these are mostly set-ups for something else, like Wind Rush and Reverse Gravity. There are even Folding Stairs that collapse as you are nearly at the top and send you hurtling down.
Also included in this PDF are Small Cone Templates, designed to work with the Wind Rush trap.
My only gripe with this product is that, unless I am HORRIBLY mistaken, the font seemed to change in the entries, sometimes even in mid-sentence.
Still, if you like traps in your fantasy games, this is going to be an invaluable source of fun for your game.
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Misfit Studios doesn't reinvent the wheel with dwarves here, but they do provide some very cool options nonetheless. It is little secret that I have become a huge fan of their additions to Savage Worlds, the racial and professional expansions, certain classic monsters returning and so on, and this is no different.
My favorite Edge in this supplement HAS to be Grounded, where a dwarf can "ground" himself against damage-causing magic, gaining protection against the effects. Giant Defense goes hand in hand with the already existing Giant Killer, giving a dwarf higher parry against a giant.
If it were Edges alone in this supplement, it would be cool...but we also get a dwarven alcohol for a bit of flavor...and the very cool dwarve waraxe. What makes a dwarven waraxe special? Well, the two-headed axe is actually two axes in a single haft...that can be removed and turned into throwing axes!
Not enough for you? How about famous fantasy metals Adamantine and Mithral, and their costs and properties?
Round that out with rules for playing half-dwarves, as well as the Earth/Stone trapping for Powers (a few of the Edges tie into this trapping), and you have another packed addition to the Savage Worlds line-up.
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Steven Trustrum pretty much gets to the point with his product names.
This is 10 Fantasy Traps, as it sounds. Note that they are not written in the same format found in books suck as The Savage World of Solomon Kane, but if you're not a fan of that system, then this may be a plus.
Every trap has a Stealth rating, a Trigger, Disarm mechanism, Attack rolls, Effect and a Cost to purchase/set it up.
These cover most of your basics: You have arrows shooting from the walls, swarms of needles, pits opening in the floor, pendulum blades and bear traps both big and small.
Important notes are made, such as how the needles in and of themselves are rarely the real threat...most of the time they are also poisoned, for instance.
If you are incredibly anal about everything new fitting everything already in existence exactly, you might be disappointed by this. If you are already 100% happy with the traps system already in place, you might not have a need for this...otherwise, this is a pretty swell addition to the Savage Worlds line-up.
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Paladins are one of my favorite "classes". Ever since a friend of mine played The Best Paladin Ever in AD&D2e years ago...a guy who held himself to impossible standards, but understood that people around him were fallible. This starts with the Champion Edge from Savage Worlds and provides options to make a character a truly force of righteous power in the world.
Seven Edges, spread from Seasoned to, yes, Legendary are included for your Champions, and some of them will certainly feel familiar to people who had have Paladins in their D&D games. In fact, one Edge - Champion's Mount - can be taken multiple times, with each selection allowing the player to add a new power to the mount, such as allowing the mount to use any of the PC's Combat Edges!
The Legendary Edge, Crusade, allows the Champion to summon a fighting force for a holy crusade...calling out to people every day that he continues to make the associated Faith roll! There IS a growing penalty each day, so while it's POSSIBLE to keep making rolls indefinitely, it's certainly not likely.
A very cool set of Savage Worlds options for one of my favorite character types.
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This scenario puts the PCs out to see, guarding a mysterious package on a convoy, amid the news that the Nazis have another new trick up their sleeve, some kind of aquatic attack force. Though it is only mentioned as a possibility, if you're running the scenario, the PCs will encounter the new bad guys.
This Battlescene entry is pretty robust, providing a new heroic NPC as well as a few new NPC statblocks. The scenario is easily expanded to switch from merely having the PCs hold off the convoy attack, to allowing the PCs to find the undersea base that the Nazis have launched from and try to take it out.
Plenty of bang for your, literal, buck with this one as Vigilance Press continues to impress with their WWII entries for ICONS.
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Again, we keep the focus on the Germans, this time with their lycanthrope stormtroopers.
Like the previous WWII adventures, it is assumed that you are using Vigilance Force, The People's Revolution or The Crown Guard, though you can make your own characters for it. There are two separate "set-ups" provided, with one being for the Russians and the other being for either Americans or British.
In either case, it is an extraction scenario, requiring that you deal with the werewolf gestapo (as the name implies), with the actual target changing based off of your "home" faction.
While none of the Battlescenes are meant to be in-depth (they are, in fact, meant to be combat set pieces), this one does have a little more potential for variation in the outcome of events, with the PCs approach possibly altering the number of soldiers - werewolf or otherwise - that they have to deal with, as well as potentially taking it from an extraction scenario into a chase scenario.
Provided are stats for werewolves, Silver Warwolves and Psychic Agents of the Nazi Occult Bureau, which can easily be lifted for your own scenarios. A very nice addition to the line-up.
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This ICONS BattleScene isn't the first encounter with a giant robot, but this one is markedly different than the previous one, a Japanese Robot in Operation: Bookbinder. In this one, Der Panzer-Ritter is a fusion of magic and technology, powered by a combination of German scientists and Thule wizards.
In fact, this one has an interesting extra option that can be unleashed if the fight with the Panzer-Ritter goes too easily, as the robot's very power source can prove to be hazardous to the PCs.
This one feels incredibly "too the point", and a bit lighter than some of the other Battlescenes, but is also a very nice twist on a similar encounter that has already been used.
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The Good:
- Fantastic concept that screams to be played.
- Playable completely solo or with a group as normal, so no minimum party size assumed or expected.
- Page references built into the text for super simple reference.
- Great price point for checking it out on a whim.
The Bad:
- Surprisingly complicated for such a small book.
- Requires an almost excessive amount of external materials (20 red and black 10 sided dice, 50 red and black chips), which runs counter to its otherwise "beer and pretzels" feel.
For my full review: http://mostunreadblogever.blogspot.com/2010/11/tommys-take-on-trucker-open-road.html
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The Good: A ton of material that can be easily plundered for other games. Zombified Spelljammer.
The Bad: The layout is starting to feel a little dated, and the historical information was presented pretty dryly. The print price is a much better value than the PDF price.
Conclusion: One of the best All Flesh products released, behind One of the Living and Enter the Zombie, and on par with Fist Full o'Zombies, in my opinion.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/11/tommys-take-on-arrgh-thar-be-zombies.html
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The Good: Some GREAT advice making and using various hero archetypes, usable for many supers games.
The Bad: The sample characters/setting background is noticeably less interesting than the archetype stuff...and longer, too.
The Odd: In almost every case, the "generic" archetype image is cooler than the sample character.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/11/tommys-take-on-field-guide-to.html
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The Good: Interesting villains, an organization that can be dropped into most any campaign and a slew of adversaries at just about every power level.
The Bad: Still can't shake a few d20isms...namely in some of the stock monsters. Not sold on the Immortals.
Conclusion: This is one of those products that makes me want to really like ICONS...a lot. For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/11/tommys-take-on-doom-icons.html
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