?Blood and Secrets? is a 23 page pdf from RpgObjects that is dubbed ?A Superagent Sourcebook for Modern.? It comes to you as two pdfs one in landscape for one screen reading (which is also fully bookmarked) and a print friendly version in portrait. This is a member of RpgObjects ?Blood?, which cover a variety of genres (or campaign models) for modern roleplaying using the d20 modern rule set. This particular release focuses on the spy agency genre familiar from novels, movies and television.
The product is broken up into two main parts, the first begin a set of character options designed for use in this genre and the second being the campaign model known as U.S.H.E.R. The character section is further broken done into an advanced class section, feats sections, agency talents section, and a section on rank.
There are seven advanced classes introduced in this genre supplement, some seem completely new and others are reworkings of the advanced classes found in the d20 modern book. The classes are Agency Medic, Agency Protector, Analysis Agent, Agency Leader, Assault Agent, Cover Agent and Double Agent. To qualify for any of these advanced classes you must have an allegiance to an agency (U.S.H.E.R., being the agency introduced later) and all gain agency training on levels 2,4,6,8,10, which is a series of talents that can be taken by any character that in the agency series of advanced classes. The agency medic is both a field medic and a forensics specialist (gaining bonuses to both forensic and surgery checks as well as agency training and 3 bonus feats). The agency protector is a guardian that protects the agency personal and facility (gaining bonuses to offset armor check penalties and the ability to use Fortitude to resist area of attack effects as well as agency training and 3 bonus feats). The analysis agent gains enhanced knowledge on different areas of the world (gaining a bonus to checks regarding up to 5 countries, enhancements to the Plan talent as agency training and 3 bonus feats). The agency leader is a charismatic force that not only can inspire his own but confuse opponents (gaining enhancements to a number of Charismatic Hero talents, at higher levels he can render a number of opponents flat footed as agency training and 3 bonus feats). The assault agent is the one that leads the assault to the enemy (gaining increased hit points and bonuses to defence and damage as long as you are attacking or advancing on the enemy as agency training and 3 bonus feats). The cover agent is a shadowy figure that assists the agency while leaving no trace (gaining bonus to Hide, Move Silently and initiative as agency training and 3 bonus feats). Finally the double agent is a works behind enemy lines in the guise of an enemy agent (gaining a number of abilities to change his identity and steal others as agency training and 3 bonus feats). All in all the new advanced class do not offer amazing new feature that could be unbalancing, instead they off good abilities that are not only balanced with the advanced classes in the d20 modern book but are also internally consistent as well.
There are 21 feats introduced in this book that appear to be a mixture of new feats, adapted feats and feats from the d20 future srd that are appropriate. Some of the feats (Antithesis, Enemy, Formation Flying, Tactician, Teamwork and Wingman) are focused on strengthening your agencies field unit or providing bonuses to combat common enemies (us vs. them). There are also a feat designed to integrate with the concept of rank and promotion that is introduced in this product.
The Agency Talent Trees are an interesting creation (though I understand a similar mechanic exists in Blood and Guts). Essentially you have 9 areas of expertise that your character could develop training in provided you are a member of an agency. The area are agency contacts, air superiority, armoured attacker, commando, outside the envelope, protect and serve, small unit tactics, stealth, and wetworks. Unlike the traditional talent trees in the d20 modern rules each of these trees has a number of abilities deemed appropriate for design reasons (generally 2 to 5) compared to the standard 3 options in each tree approach.
The last feature of the character section of the book is two pages devoted to the organization and entrance into an agency. It discusses how you learn about an agency, how you join, and membership benefits including rank, the ability to requisition information or additional manpower, increased wealth, favours, and special access (actually a series of benefits that differ based upon your agency). Rank is separate from level and tracks your character?s progress through the organization, the ability to be promoted is linked to level so it should be unlikely for a really low level character to have a very high rank.
In the last 8 pages, The U.S.H.E.R. Dossiers we are introduced to the a divergent history in which ?where the secrets of genetic manipulation have been in use by government scientists since the Second World War and where alien visitors have tampered with human development since the last Ice Age.? U.S.H.E.R. stands for the United States Headquarters for Emergency Response has been around since late 1943 when it worked against the Eugenic Brigade of the German forces and later during the Cold War against the soviet armored Shturmovik. The history section is summarized to a single page. Next the product details the requirement to become an U.S.H.E.R. agent which are not particularly difficult or interesting, it would have been nice to include some information on U.S.H.E.R. testing methods or trails that new potential agents go through but instead it?s left to a mechanic of an allegiance and a single feat. A sample agent is provided for the agency as well as details for 3 special units (atlas unit [power armor], blue knights [counter terrorism and crime] and nighthawk [operating behind enemy lines]); each unit has requirements and benefits that are universal and not level dependent. The Shturmovik is also detailed in this section, its entrance requirements (that are essentially identical to U.S.H.E.R) and its special unit. The product closes with a page an a half of specialty armor (mostly powered armor) for each of the special units. Each armor grants an equipoment bonus to defense, enhanced strength, and a number of specific features.
Editing and layout of this product are excellent. In fact I found one typo on page 8 in the following sentence ?Normally those around a person wearing a disguise are allowed to check every hour or ever day depending on circumstances? and that?s it.
The product has a clearly defined open game content declaration.
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<b>LIKED</b>: Solid on a mechanic and balance basis.
Layout and editing were sharp.
Product addresses many of the spy archtypes appropriately.
Interesting campaign model.
Future support promised throught Modern Dispatch.<br><br><b>DISLIKED</b>: Requirements to join a superspy agency are pretty lax.
No spy gadgets.
No plot hooks or adventure seeds makes the campaign model seem incomplete.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
Rating: [4 of 5 Stars!] |