This book is absolutely beautiful. I love the weapons, I love the armours -the best ones are aegis armour, bracer armour and robe armour, mainly cause they're really original to me (better than boring old leather, chain and plate). But my favourite stuff would have to be the last two or three chapters. The illustrations for the vehicles are great -finally I can imagine an actual old-tech campaign setting without going too modern (kills the "fantasy" for me when you get guns. I guess everything is presented in a way where I can imagine how it fits into a fantasy world.
I must admit I was very skeptical when buying it because it claims to fit just about every d20 system that ever was, but it's actually made as an original d20 System which has damage reduction armor and weapon skill rules. That's okay, but I won't be using that system cause I already have a Dnd campaign that's working well. My players are going to a steam-age town and I wanted some cool gear for them to pick up.
In fact, all of the weapons are a really easy conversion to DnD. Unfortunately, the armour system doesn't really correlate at all -a pity cause I really love the art. I want to make the vehicles work a lot, but we need to substitute a DnD skill to pilot them. The potions and poisons are cool, but would need tweaking to work in DnD.
Oh, btw, it seems like you can get an average DnD price by dividing the shillings price by 10, so it's pretty easy to do.
As for everything else (and there is a LOT), it doesn't depend on the system. It has lists of gemstones and ALL of them are illustrated, which is awesome cause I don't know what a jacinth or a zircon gem looks like. There are heaps of clothes and drawings and descriptions of what they actually are, like a doublet, chaps, etc. There are prices for houses, mansions, castles and every bit of furniture you can buy.
There are some gadgets that you can get which are like low-tech stuff put into a steam-age setting. There is a doppeltyper which makes doppeltypes (think of an old photocopier where you push the paper through yourself). There is a chronometer (like a pocket watch). There is a occultometer which measures magic readings around you. Basically a bunch of tools for smart players to make creative solutions in your dungeon puzzle rooms.
There's heaps of other stuff, I won't go into all the details.
Two things I didn't like: The whole system isn't out there yet. There are references to an Adventure Codex, but it won't be released until late September (according to the email when you buy it). The other thing is there are no stats for the pets that you can buy. It doesn't say their Strength, Agility, whatever... will that be in some other book later, too?
The best part of the whole book is the vehicles, in my opinion. They didn't draw every single one, but there are some massive illustrations and intricate details there. Each vehicle has a type of feed (acid, coal, fuel, key turns) and a hunger (how fast it gets used up) -they talk about the vehicles like they are types of animal, which is pretty cool. The vehicles themselves are really nice looking and you can see how each country has it's own types of steam-powered, clockwork, acid-powered or fueled style. It helped me to visualize the setting better.
I was going to give this book a 4 because some things are not compatible with DnD, but I guess that is not a flaw as such, cause it does say it's an original system. Overall, I give it a 5 because it is exactly what I wanted, great illustrations and has a lot of new ideas. They have a Character Codex which has already been released, but I won't play it until I see the full range of books.
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