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Shadowrun: Hard Target provides information about assassins, killers for hire, along with some metaplot advancement and information on Cuba in the Shadowrun setting. It is very specialized toward particular levels and styles of play so it is not universally useful but interesting and has some fun toys. Do you need it? Unless you are running an assassin or Cuba-based game, not really, but it is a good read and a GM will probably eventually add it to their library.
Shadowrun: Hard Target, is a Deep Shadows sourcebook focusing on assassins and other killers, guardians, and Cuba in the Sixth World. Rather an mixed bag of material, Cuba not sitting particularly well with the assassination and killers sections of the product.
As expected, it opens with fiction, followed by an overview of what the book contains. The first section is devoted to supporting the current Shadowrun metaplot, the CFD/Headcase outbreak, and the evolving metafiction of the Sixth World. It is all over the place with information on megacorporate activities and a variety of other power players, there are interesting plot information there but most are too high level except for the most powerful and connected runner teams.
Next is a selection of contracts (as in assassination requests) with comments and, for the other side of the coin, protection needed jobs. Interesting reading and some good adventure seeds there, especially on the protection side. Followed by a brief section on hiring killers, protection and dupes for such jobs. The following section is a collection of famous assassins, guardians and hunters (of killers).
Then we go to Cuba, heart of the Caribbean League, it is the usual package but also seeded through are NPCs complete with connection ratings and what they can provide and how they like to be paid (very useful). In addition there are rules for Caribbean magic, new creatures, new life path modules and even a couple of new vehicles. Overall, very useful for anyone who had wanted to explore the Caribbean League.
A section on the life and business of being a professional assassin, good advice for both players and GMs here, couched in world discussion. But an interesting and amusing read (especially as the signature character for the in-world writeup is by Blackwing, who has been around since 1st edition Shadowrun). Then, what everyone has been waiting for, new toys! Weapons, ammunition (including silver bullets), cyber and bioware, new tools (including disguises), drones and poison are all provided. Nore are character options neglected, with new adept powers, including some for archers, new positive and negative qualities, specialized knowledge skills, and contacts. Truly something for everyone (who wants to kill someone else).
Closing the book is a short bit of advise on running assassination teams, a few new life modules (for those using that character creation systems) and ten adventure hooks building off the information presented earlier. The hooks are very short and will take considerable work to turn into useable adventures.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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Shadowrun: Chrome Flesh provides background and game data for the wide world of improvements and augmentations availible in the Shadowrun world, everything from soft genetech to hard cyberware and everything in-between. Beside the fact that new toys are just fun, this book provides a wide variety of things to be stolen, hacked or otherwise used as the basis for shadowruns. The editorial quality feels better than the first of the fifth edition books as well. Overall, I would put this book into the needed source material column for a GM and most players will want it for the new toys.
Shadowrun: Chrome Flesh, is the core augmentation handbook for the 5th edition of Shadowrun providing information on cyberware, bioware, chemical, genetic and nano-enhancements. In other words, this product is full of new information but, more importantly, new toys for both players and GMs.
The book begins with one of the ubiquitous fiction sections and then moves into the current state of the metaplot, the continuing Cognitive Fragmentation Disorder (CFD) storyline and specifically how they effect cyberware and nanoware. While I appreciate the value of an evolving and changing setting, the CFD storyline does not appeal to me though I did like how it was used especially in the final section of this product.
A section on medical treatment options, framed around some lovely information from DocWagon, both corporate and “unofficial.” With a discussion of treatment for mental health issues, which includes CFD, and a discussion of using such in roleplaying (with appropriate disclaimers and warnings).
Then there are the obligatory positive and negative qualities, mostly tied to cybernetics and several linked to personasofts and BTL use (including Blank Slate, when someone’s original personality has been wiped by excessive use of personasofts). This section concludes with a few new Life Modules for the system from Run Faster.
Next, Cyberware, starting with a history of cyberware, why people use cyberware, and a discussion of the grades of cyberware available. All of that is good background and world information, but it is the part that come next that most people are buying the book for, more cyberware. Long time players will see a lot of familiar things here: move-by-wire systems, cyberskulls and so on, lots of interesting options. The things I really like are the low level cyberware, especially the cosmetic cyberware (light tattoos, led hair, and so on) which really feel like the sorts of things that would be developed for a consumer market and thus add a level of reality to the setting. The rules for the use of skillwires and skillsofts is expanded and clarified opening a whole range of interesting character options (“Oh of course I speak Mandarin/ hang-glide / swing dance. Why do you ask?”). A selection of common packages of cyberware for various purposes (as provided by your friends in the megacorporations) is provided and useful for stock characters.
Then comes Biotech, like the cyberware chapter before it starts with alight history of biotech and then talks about the major players in the biotech industries, which suggests a variety of potential Shadowruns. Then, new bioware, again, a mixture of revisions of older wares and new advances, again with a fair amount of cosmetic options and a variety of interesting symbionts. Though one of my favorite piece of bioware, the trauma dampener, has just become a pain editor and is no longer as fun or as useful as it was in previous editions.
Tangential to biotech but its own section is Genetic modification and Nanotech which rounds out the improvement section. It comes with an in-world debate on the technological possibilities, limits and risks of genetic tampering. Further, since the arrival of CFD on the world stage, using nanoware has become much more suspect and riskier but it can do some amazing things but it is far more limited than it once was. But there are still wide ranges of useful options available especially in the countermeasure department, such as anti-radiation protection, and minor enhancements. The wide range and narrow applicable genetic improvement and focused nanoware provides the tools to build uniquely specialized characters (and to improve existing specialists).
Next, the cheap and dirty options to make yourself faster, stronger, whatever, mostly applied chemistry but also chips and bottled spells. This is a good section especially for street level games as it gets into the dirty edge that these quick fixes provide, cheaply by comparison to permanent ware, but at a potentially deadly cost on the body and mind. Useful rules for customizing and making your own drugs are provided so you can have your own better life through chemistry.
The last section is looking to the future of enhancements and those affected by CFD, so it is full of adventure seeds and interesting world details, including a potential endgame for CFD. Possibly the most useful non-rules section for a games master.
The book ends with pages of master tables for all of the cyber/bio and other wares, from this and all of the other fifth edition Shadowrun books, useful if intimidating.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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Shadowrun: Data Trails provides information, tools and background for the Matrix, the successor of the web in the Shadowrun future. Is it vital to your Shadowrun game? Yes, immediately, if you are a GM running a Matrix focused game, and at some point otherwise as it has enough useful information on the Matrix and deckers to be widely useful for any Shadowrun campaign. The product could have been better organized and the GM’s section deserved to be much larger but still a useful addition to the Shadowrun range.
Shadowrun: Data Trails, is the core matrix handbook for the 5th edition of Shadowrun providing information on the matrix, the global computer network that ties everything together. There should be something for just about everyone (but especially the GM).
The book begins with one of the ubiquitous fiction sections, then an (in game world) discussion on the new Matrix (the global computer network of the Shadowrun universe), how it has changed
and how it works now. It provides a useful overview of the various Matrices, as each major Megacorps has their own overlay as do most governments and then there is the baseline public matrix (the PubGrid) for those who cannot access something better. A brief description of the appearance and feel Megacorp grids and some others are provided to allow for better description of such environments.
The next section deals with the people who use the Matrix, focusing in the hackers, with notes on the hacker underground, slang, and some of the hacker and technomancer groups you can find (or fight or join). Next there is a short section of new positive and negative qualities mostly, but not exclusively, for hackers and technomancers and including such gems as “online fame,” everyone knows the online you, and “data liberator” where you are so convinced that data wants to be free that you give it away every chance you get. The “Born to Hack” section provides life modules to use with the module-based character creation system of Run Faster, but might suggest some builds for characters even if not using that system. Then the work moves into new apps, programs and forms providing new options for hackers and technomancers both. Following new software is new hardware, commlinks, cyberdecks and more for the discerning hacker.
It then veers back to how the new Matrix works with an overview of how the various corporate grids are patrolled and defended including new IC and NPC stats for some of the security personnel one might encounter. Next, hosts are discussed, which is good as they are the major subsystems that hackers are going to be dealing with. Different types of hosts are discussed, government, retail, R&D and so on, with examples for each type presented both in game terms and a full description of how there appear and why they were shaped that way. A brief run on a host is also given as an example of such things which is useful but it could have been a bit more detailed and explicit references to the rules (and rolls) and where to find them would have made it more useful. But the host section is solidly useful and provides good information for GMs, and things to worry about for PCs. Beneath hosts, indeed underlying the entire new matrix, is the Foundation a realm of deep programming that follows its own dreamlike rules. From there you can manipulate the host on a major level, if you can understand the weird dream logic of each realm and, on the bright side, it is a great place to bring your whole team into to solve problems. Two example Foundation realms: Gnome factory, a 1950s-ish cartoon factory run by garden gnomes for a quick adventure, and Jane Austin’s Pride and Prejudice (really) as an exercise in roleplaying and intrigue (though it is only minimally fleshed out).
Next is “The Principles of Insanity” which talks about AI of several different types, including e-ghosts, technomancers that have fallen to the dissonance (the toxic shamans of the technomancer set) and a little bit more on the realm of Matrix and UV hosts. Embedded within this chapter are some new rules, the most major of which is playable AI-types, which I think would have been considerably helped by having a few example characters to better understand how the designers were thinking of the various AI-types and how they could function as characters. Additionally some notes on what sorts of additional abilities dissonance technomancers may manifest and how UV hosts affect those jacked into them. There are lots of good ideas and hooks in this section yet everything feels unfinished with just enough information to get started and then the rest will have to be sorted out on the fly.
Lastly there is a section on Mastering the Matrix, which is advice for the GM on how to use the Matrix in a Shadowrun game. Advice on structuring the use of the Matrix for various scenario types, advice on linking the action between deckers and everyone else, ways to present the Matrix to convey different story metaphors and some basic reminders on how combat in the Matrix works along with an example combat. This should have been the first or second section as it help GMs (and players) frame the information in the other sections and it should have been larger. The Matrix and linking adventure in it to the action of the rest of the characters is by far one of the hardest things a Shadowrun GM has to do in game.
Overall a useful work if oddly organized, I cannot help but think that it would have been better if all of the rules information was gathered in one place rather than being scattered about. Also a chart collecting all of the Matrix actions, old and new, would have been helpful.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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Wulfin is a resource for a new species, brave wolf-humanoid communal defenders of all that is good. They are obviously a species near and dear to the author’s heart but unfortunately there are some poor organization calls and mechanical problems that drag down the usefulness of this product. The Wulfin deserve a full rewrite to bring them to the gaming community as their author had intended.
Wulfin is a 19-page PDF (17-pages if you remove the cover and OGL page) for the D20 OGL written by Anna Dobritt and published by Cartography Unlimited for RPGs/Ravenwyng Publishing.
Wulfin is about the Wulfin species, naturally, it gives their creation story, how they live and what they seek to achieve. In the few pages devoted to their culture and society, it paints a very interesting view of these very community and protection oriented beings. How they fit into the author’s game world and interact with the other races there is noted and highlights what is good and bad about this product. The Wulfin are obviously a very important part of Dobritt’s game world but much of the material here just seems pulled from game notes and not edited to make it useful for a wide audience.
But it is the mechanical side of things where this product suffers, the Wulfin as creatures statblock has several errors. The Wulfin as player characters provides a net +4 to statistics and uses odd stat modifiers (as in not an even number) which is a recipe for abuse, though apart from gaining the scent special ability the rest of their species abilities are within the normal range for such things. An associated creature, the kelar wolf, also suffers from errors in its statblock.
The gods of the Wulfin are detailed, the short writeup on the dogma and clerics of the two gods is good but then there are almost six pages devoted to full statblocks for the gods(!). The effort to do so could have been spent much more usefully providing other support material for the Wulfin.
Three high level NPCs associated with the Wulfin are given full statblocks but only one is given a background. A small selection of words from the Wulin language along with the runes they use are also provided.
The Wulfin suffer from a lack of support even within this material, no unique feats or items, magic or non, no plot hooks, no low level NPCs to interact with a starting party. All things that could be corrected in a revised edition but make it very hard to recommend this version.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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Purple Duck Storeroom: Animated Skulls provides a variety of useful and interesting options for those GM’s that wish to incorporate animated skulls in their campaign. It is well worth taking a look at if you would like to amuse or annoy your players with an animated skull (or two or a dozen).
Purple Duck Storeroom: Animated Skulls is a short work on animated skulls (naturally) for use in the Pathfinder game. Light on art but packed full of useful random tables to quickly generate, or just inspire ideas, for animated skulls in your campaign.
It is a very modular work with random tables to provide how an animated skull was created, how it is encounter, appearance, abilities and more. Several basic “skull types” are provided to be used and modified but the other tables and one completely generated (and statted out) skull is provided as an example. All very useful and filled with solid inspirations for a GM.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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Shadowrun: Run Faster provides a wealth of options and tools for character development and customization, broadly expanding the choices available for metatypes, qualities and more while also provides background information on the world that can be used to enhance roleplaying. While it is a little disorganized, overall Run Faster is an immensely useful sorcebook primarily for players but GMs will find much to use as well.
Shadowrun: Run Faster, is a Core Player Handbook for the 5th edition of Shadowrun, so what does that mean? It means that this book is full of character options, discussions and variant systems to all for greater customization and understanding of the character and their role in the Shadowrun world.
The book begins with one of the ubiquitous fiction sections, then it looks into what life is like for the various sorts of people (corporate, streets, and so on) in the Shadowrun world who become ‘runners, some general advice on working with others and general discussion of how to rounds out a character to make them more ‘real’ by understanding where they are from and what they want. But also some notes on this being a social game and advice on making characters that will play with others because that is more fun for everyone.
Next is a discussion of codes of honor (to be used with the disadvantage of the same name) ranging from Bushido to White Hat Hackers. This section provides some excellent tools for adjudicating codes and roleplaying with them.
The Spice of Runners’ Lives discusses odd jobs for odd employers to give more variety to runs and also includes an (all too brief) section about playing other styles of games, such as playing as a DocWagon HTR team or cops. Still, some fun ideas here and equally useful for GMs and players.
The More Than Skin Deep looks at the various metatypes (and other groups like shifters and the augmented) and how their culture has evolved and how it impacts outsiders (like runners). Not sure if I am sold on the biology is culture argument (except for maybe shapeshifters) but still a useful window on what being a “X” is like in the world.
Construction Kits provides optional character construction routes: pure point buy, the “sum to ten” method and life modules, which builds a character by building their background from childhood onto the start of play. I very much like the life modules system as it makes one think about the character as more than just a collection of game stats.
The Mess of Metahumanity expands the horizons for metatypes and provides rules for metasapients (such as centaurs), changlings and shapeshifters and a considerable number of metagenic qualities (both positive and negative) to customize characters who were affected by the SURGE. While Into the Night provides rule for playing the infected, vampires (and all their variants) and ghouls. Probably a section that one should be cautious with however.
As You as You Can Be brings in a number of new positive and negative qualities (including my favorite, Day Job) which give a lot of ability to customize characters, which I always think is a good thing in addition there are eight new archetypes (running from burned company man to undercover cop) which take advantage of the new qualities.
Who You Know is all about the care and feeding on contacts, including how to pay them for their services, and a new Organization Contact option. Random tables for quickly fleshing out contacts are included along with around 45 new contacts. All useful things for expanding the knowledge web of the characters with useful guidelines for the GM to keep it managed.
Bosses and Betrayers talks about employers and the hazards of dealing with them. It has some good breakdowns on what to expect from various sorts of employers (corps, criminals, amateurs and so on). Again, useful for both players and GMs. A Dump of One’s Own looks at where the runners live and adds more detail, if you want to use it, to the lifestyle choices of the characters. Finally, Pack your Kit rounds out the book with a few dozen standard load outs of equipment for everyone from stylish suits to combats bikers, good for quickly figuring out what you need or what an NPC has to hand.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Trollhide, Regenerating Giants Reskinned, begin with Kinsman’s reminiscences about the dangers of trolls (having lost a PC to one) and on how they can be difficult to use. Here there are immature trolls, mixed-breed (ogre and fey) and, the most dangerous of all, troll mothers. A good variety of vicious trolls.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Serpentfolk Hide, Snakemen Reskinned, are serpentfolk in the Swords and Sorcery mode, proud (or degenerate) descendants of a once-advanced and mighty empire. The serpentfolk here are useful leaders and specialists, providing direction to the other serpentfolk in their dark and sinister plans.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Ratfolk Hide, Humanoid Vermin Reskinned, looks at the neglected ratfolk, fitting them in at the edges of society and civilization with their own plans and rulers. A good mix of leader types for ratfolk and the exceedingly creepy plague children (which need to be converted into a proper swarm). If you have a place for ratfolk in your campaign, this will give you some interesting ideas to work from.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Ogre Hide, Giants Reskinned, these ogres are nasty, brutish and . . . well, just nasty and brutish. They form the brute squad of the humanoid ranks forking as living weapons for others, with the smart ones forming their own groups to get more nastiness done. These are the monsters from fairy tales that will grind your bones to make their bread or worse. Useable for a wide variety of situations when the GM just needs something that hits hard.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Lizardfolk Hide, Reptilians Reskinned, places lizardfolk firmly in the lost world / mysterious tribe role among ruins of once great civilizations and dinosaur tradition. So, if you like those sorts of things in your campaign, you will find useful creatures here.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Kobold Hide, Small Reptilians Reskinned, in this version, Kobolds are servants of dragons, acting as household staff, an interface between dragons and visitors and all around hard workers for their draconic masters. Here there are outcasts, workers and even a physical combat oriented kobold, an interesting variety.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Hobgoblin Hide, Alternate Orcs Reskinned, Kinsman’s hobgoblins are from an alternate reality, where orcs are a form of goblin and they hate the orcs of this reality for stealing their name. They are discipled and militaristic, using tactics and allies to make up for their limited numbers. They should present a good challenge to those who enjoy tactical puzzles.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Goblin Hide, Toothy Tricksters Reskinned, for Kinsman goblins are “the cockroaches of the humanoids” living in the abandoned corners of the world and preying upon others by stealth and deception as they are too weak to win a stand up fight, so they cheat instead. The goblins here range from disgusting mutants to abandoned undead and subtle and clever tricksters but all will betray you as soon as look at you, so beware.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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The Monster Hide series by Asparagus Jumpsuit, which means by Berin Kinsman, provide pre-generated monster statblocks for Pathfinder and, as the subtitle “classic monsters reskinned” implies, presents a new take on the role of each these humanoids in a campaign world.
The basic structure of all of the Monster Hide books is the same: cover, 1-page introduction to why Kinsman wrote the series and some background on Asparagus Jumpsuit, then a discussion on how the races fits into the Desteon campaign, Kinsman’s campaign world, and how they vary from the norm and suggestions for their use in a campaign. Next is the core of the product, a set of five statblocks with the interesting parts all hyperlinked to the appropriate parts of the d20PFSRD. Each ends with a copy of the OGL as you would expect. There are a smattering of errors scattered through the works but nothing that cannot be easily sorted.
Gnoll Hide, Hyena-Men Reskinned, these demon-worshipping hyena kin serve as the ultimate scavengers in Kinsman’s version, they leave nothing to waste but also enjoy inflicting suffering, these gnolls will laugh as you die in pain and then make use of all of your flesh and bones. It is an interesting mix of undead, demon-blooded and other gnoll variants designed to challenge adventurers expecting more traditional gnolls.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/
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