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Super Powers Unleashed
par Dalton H. [Acheteur vérifié] Date Ajoutée: 09/01/2017 23:48:46

As an alternative to the superpowers companion, this book was not different enough from that to be worth $10 US. It wasn't bad, it just wasn't different enough



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Super Powers Unleashed
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Super Powers Unleashed
par Doug P. [Acheteur vérifié] Date Ajoutée: 09/01/2017 16:06:11

This is a great investment for the price. I'll prpbably start using it if we ever get a regular schedule of playing my supers campaign again. Has some great ideas.



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Super Powers Unleashed
par John P. [Acheteur vérifié] Date Ajoutée: 08/29/2017 12:47:40

When one considers all the optional and support material for the various Savage Worlds genres, you will find tons of books and PDFs for Fantasy, Sci-Fi, and Horror/Goth. But I've always found the “Supers” line to be a bit anemic. I was very pleased to see that someone (Daring Entertainment) decided to tackle this and offer a wealth of ideas. In this tome you’ll find numerous options andI’ll try to summarize my thoughts about some of the key points:

• Tone and Level for your campaign: After all a Punisher/Batman comic is certainly a different power level and tone than a Superman/Thor one. Starting power points, Bennies, and healing rates help tweak this feel. • Introduction of a Controlling Skill and the Psyche Secondary Statistic. Both of these were dearly needed to help determine success and level of it for your super powers and some way to deal with psychic combat that didn’t cause you to learn a whole new set of rules. • Motivations and Backgrounds: Ever have those players that could never flesh out their character, never knowing why he/she fought the good fight? These various charts have certainly helped us. • New Hindrances and Edges: What resource book for Savage Worlds would be complete without these? Some of them are really innovative and cool. • Genre Rules: These optional rules help move the game along or capture much of the comic book feel. Among my favorites are the Collateral Damage (using your scenery to help mitigate damage), GM Bennies (saves me from having that intimidating stack in front of me), and Reputation (this should matter to heroes). • Super Teams: I really, really like this section. Most superhero RPG games don’t do much with this, but the options for working together and building a meaningful team and name is really slick. Ever have those players that insist on making six characters each? Then the Expanded Super Team options just might be for you with a meaningful way of involving them without taking over the evening. • Powers: My, oh my, talk about options. There are a ton of new powers and ways to see the old ones differently. I wouldn’t use these to completely replace the ones from PEG’s excellent Super Powers Companion, but I haven’t found a super yet that I couldn’t now create while using both resources. There’s also a section on a few more enhancements and restrictions for your powers that help to customize yours. • Super Science Devices (and headquarters/power armors): Lots of times a supers book doesn’t really help the brains out there feel viable or fun to play. Here’s some great ways to be in the lab and in the field, making a difference to both. The Headquarters rules are very similar to PEG’s, if a bit trimmed down for simplicity. The Power Armor guide is quite good, as many times I’ve seen players struggle to keep the power armor "feel" for these types of heroes. • Telling Comic Book Stories: There are a dozen pages for the GM to better play his bad guys, use different environments, and get the group to go where you need/want them to go. I think it would be particularly helpful to newer GM’s to the genre, with great advice on creating the bedrock for a good adventure or campaign.

Some of the negative parts of the book might be editing. Not quite sure what happened, but parts (not too much) of the book just needed to be edited a bit better. I also noted a lack of a couple super powers from the Super Powers Companion that weren’t included here. Equivalent powers for such as Altered Forms, Broadcast, Energy Control, Earthquake, Fear (and Fearless), Gifted, Stun, Super Sorcery, and most especially Extra Actions were oddly missing. Construct and Undead was gone too, but those were odd anyways. I was never a fan of a few of these and I think most of them can be built from the options within this book and which is why I stated at the beginning that it worked great “with” the SPC and doesn’t entirely replace it.

Those interested in Supers would likely love this book. I haven’t found another Supers book that offers this many powers and options and would highly recommend it. Since it’s come out, our group has not played a supers game without it.



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Daring Comics Role-Playing Game
par Scot H. [Acheteur vérifié] Date Ajoutée: 07/21/2017 12:28:03

The PDF itself was fine. Using it is making me wonder whether I should have got the book though - it's hard to navigate and find rules when I need them. On that note, the rule system is a little vague. I understand leaving room for storytelling, but there should be basic clarity about whether using a movement power counts as an action for the exchange. But so far we're having fun with it.



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Daring Comics Role-Playing Game
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Apocalypse Unleashed
par Joseph H. [Acheteur vérifié] Date Ajoutée: 07/14/2017 21:03:52

This book, first of all, does not cover mechanics and core post apocolyptic setting creation guidelines. That's 100% Apocolypse Campaign Guide stuff.

Instead, this covers simple, basic outlines of settings that are made with the stuff in the Apocolypse Campaign Guide. It does this job just fine, but it still feels like it's missing something for all that.

As a hillarious sidenote, my softcover copy seems to have had an entire second book put in there for some reason, not even slightly related to gaming (In fact, it's a workbook for some christian church. I'm not joking, that actually happened). This is probably a bug in the printer/distributor's presses, but thankfully none of the actual book I purchased was cut out. All that's changed is that I have to skip past an entire second book to get to the first page of the one I'm reviewing.



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Apocalypse Unleashed
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Réponse de l’éditeur :
Wow. Yeah, the "second book" is definitely an odd bug from the printer. I can't even fathom how that happened (I ordered three proofs for each of the two Apocalypse books, so it definitely isn't a regular thing). Well, I hope the workbook was entertaining. :) Now I actually wish I had a copy of that mess-up, just to see it. Best Regards, Lee F. Szczepanik, Jr.
Apocalypse Campaign Guide
par Joseph H. [Acheteur vérifié] Date Ajoutée: 07/14/2017 21:00:12

This book is, simply put, extremely useful. A lot of attention to detail for each type of apocolypse listed (and there are a LOT of those in the book) is present. A crafting system that seems like it should have been included with the core Savage Worlds book is present within this book, and zombie and vampire race creation rules complete with point values for making PC Races (Which means that you can finally make PC Vampire Races that match the ones in the horror companion for versitility). Settlement Management rules are also present, which are extremely versitile and useful for way more than just post apocolyptic games.

This book is my vote for Unofficial Post Apocolyptic Companion, 100%.



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Apocalypse Campaign Guide
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Apocalypse Campaign Guide
par Stacey M. [Acheteur vérifié] Date Ajoutée: 07/02/2017 17:56:41

Looks like a great book I intend to use for the recently released RIFTS setting for Savage Worlds! Variants for a number of apocalypse causes such as Zombies, Robots, or Kaiju sized monsters, as well as rules for scavenging materials and modifying those pre-apocalypse vehicles and weapons for the mundane.



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Dawn of Legends (Re-Release Bundle)
par John P. [Acheteur vérifié] Date Ajoutée: 12/13/2016 11:13:13

Being a latecomer to Savage Worlds I realized pretty quickly that I missed out on some products that had been released earlier. I thought some of these were gone forever and wouldn't be found in my collection. I was pleased to see this re-released and then more pleased to see what all we got.

I have not found another super powers bundle containing so much goodness for this price point. As listed in the description, you receive a large number of well-thought out Edges, Hindrances, super powers, NPC villains, NPC heroes, a fully fleshed out adventure ranging in difficulty from Novice to Legendary (you know how rare those are), and the equivalent of a one page adventure. Additionally, Daring Entertainment further provides you a few summaries/cheat sheets to keep much of the new information straight. You get all of that for $10! Try finding that much value anywhere else for the Super Powers Companion by Pinnacle.

I’ve spent the last two days going through this information and still haven’t read it all. I’ve not found this much Super Power goodness anywhere else or published by anyone else. Further, it’s high quality in step with what we’ve come to expect anytime Lee is at the wheel and writing. There is not a single purchase you can make anywhere on RPGNow and DriveThru that is made for this rule set, covering this genre, providing you this much material, and at this price point.



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Dawn of Legends (Re-Release Bundle)
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Daring Comics Spotlight #3: Power-Armor
par Gustavo C. [Acheteur vérifié] Date Ajoutée: 08/10/2016 14:59:54

As all previous spotlights, this is a short and thought provoking text, that work as a mini toolkit for the specific aspect they are detailing. They are great reads and you can see the inner workings. In this Power armor, for example, there are comparisions about tought heroes and Power Armor heores and how they work mechanically, and what can you expect from them.

A real plus is the fact that they show how some other powers can be incorporated or reskined into the armor, and this is really powerful, as it opens up a lot of different variations on the power armor user.



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Daring Comics Spotlight #3: Power-Armor
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Daring Comics Spotlight #2: Powers Unleashed
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 07/11/2016 18:48:29

Nice comprehensive "toolkit-like" explanations about the mechanics of powers in the game and the way to create and/or tweak them. The new Alter Ego and Universal/Omni Powers are nice addition too. Overall pretty useful ;)



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Daring Comics Spotlight #2: Powers Unleashed
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Daring Comics Spotlight #1: Teleportation
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 06/04/2016 13:16:48

Interesting options to consider for a teleporter, especially the second, reskinning section. Felt like the first, attack sfx section, was a bit repetitive and didn't really like the idea that your target gets back "magically" after a number of rounds from being teleported away, however far, even if i understand the game balance reasoning behind it. Also, with only 7 pages of new rules, the price should have been lower, considering that getting all 6 planned Spotlights, assuming the same page count, would cost around 10$ for 35 pages, where Tin God is 13$ and the rulebook 20$ for 250 pages.

Nevertheless, i'm looking forward for the rest of the series.



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Daring Comics Spotlight #1: Teleportation
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Daring Comics Role-Playing Game
par Mark M. [Acheteur vérifié] Date Ajoutée: 05/03/2016 20:49:20

This game will scratch an itch for some, just not me. IMO it strays too far from what I love about Fate. Point buy and crunch that doesn't need to be there in a Fate game just doesn't sit right with me. That said there is some good GM advice for running superhero game. Those that like Strands of Fate will likely enjoy this one. Certainly not a bad game, just not for me.



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Daring Comics Role-Playing Game
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Réponse de l’éditeur :
Hey Mark, sorry to hear the game wasn\'t for you. I appreciate you taking the time to give it a shot, though. And thanks for taking the time to post some feedback.
Daring Comics Role-Playing Game
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 04/03/2016 17:45:54

FATE Core + HERO System = Daring Comics RPG. This is a very good thing, IMO. Other FATE versions of supers lean toward FATE Core. They're too abstract for my taste. Daring Comics lean more towards "center-HERO" and I'm very comfortable with that. I still like a little more crunch in my FATE games and this book provides.



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War of the Dead: The Survivors (Part 2)
par Woodrow J. [Acheteur vérifié] Date Ajoutée: 06/10/2015 04:25:04

No backstories like the The Survivors Part 1, also these characters just seem ridiculous.



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War of the Dead: The Survivors (Part 2)
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War of the Dead: The Digital Dead
par Brandon W. [Acheteur vérifié] Date Ajoutée: 03/06/2015 03:02:13

Very good job putting this together and offering it for free. For those who are starting to use VTTs and need POGs to start out with I would certainly recommend this product. Great job, the fact that it is free is awesome.



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War of the Dead: The Digital Dead
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