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Exodus Post Apocalyptic RPG: Wasteland Bestiary
by Glenn G. [Verified Purchaser] Date Added: 10/22/2014 20:34:43
This is very cool to see this book in print, i have been waiting for a print copy for a long time

Rating:
[4 of 5 Stars!]
Exodus Post Apocalyptic RPG: Wasteland Bestiary
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Exodus Post Apocalyptic RPG: Southwest Wasteland Guide
by David P. [Verified Purchaser] Date Added: 10/05/2014 02:54:13
A very useful product for fleshing out the Exodus campaign world, this title is a good supplement. However, there is considerably less in this than in the core volume.

There are some excellent faction information and some useful talents/feats, which are good for helping experienced GM's think up new organizations and settlements, or saving new GM's from having to do so on the fly.

Useful, not essential. At the full price this is an overpriced product, however it is almost always heavily discounted to a fair price. Would recommend for GM's looking to add extra flavor to a post apocalyptic setting.

Rating:
[4 of 5 Stars!]
Exodus Post Apocalyptic RPG: Southwest Wasteland Guide
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Exodus Post Apocalyptic RPG: Wasteland Bestiary
by Brian R. [Verified Purchaser] Date Added: 09/01/2014 10:52:41
Pretty solid, has some nice monsters in it, but I wish there were more staples from the source material. I realize that Exodus had to be legally distinct from Fallout but I wish this book contained things like centaurs, wanamingos, and floaters. That and the system for creating a monster is convoluted, though that may be a function of the 3.5 system instead of exodus. That said, it is a good book to have if you intend to write your own adventures.

Rating:
[3 of 5 Stars!]
Exodus Post Apocalyptic RPG: Wasteland Bestiary
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Exodus Post Apocalyptic RPG - TEXAS
by Brian R. [Verified Purchaser] Date Added: 09/01/2014 10:48:40
This isn't a bad book, it adds some nice things to the world and gives a new setting in which to write one's own adventures. I know that GCG was falling apart around the author as this was being made so I can forgive it for being small. If the author's had all the time they wanted to make this book I know it could have been better.

Rating:
[3 of 5 Stars!]
Exodus Post Apocalyptic RPG - TEXAS
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Exodus Post Apocalyptic RPG: Wasteland Adventure #23
by Megan R. [Featured Reviewer] Date Added: 08/23/2014 11:55:52
Back in the Old West, an organisation called the Pony Express carried mail through the badlands from community to community. Now in post-apocalyptic times a similar group called the Postal Riders offer the same service - and the party gets asked to help out in the delivery of some 'holy books' in the face of cultist predations.

It's a straightforward road trip adventure with a few running battles and chase scenes, yet it comes over fresh and new with the wealth of detail provided to bring the whole thing to life. For a start, the party has to navigate through wild terrain, even choose the best route. From then on there are ambushes and challenges galore, with each being laid out clearly with just about every option covered, making it easy to run.

There's a completely off-the-wall episode during the journey, harking back to old cartoons. If you are happy with a 'Looney Tunes' element to your game it works well, but needs to be included even if you prefer a more serious approach as it does turn out to provide useful information regarding the party's mission. Perhaps it's just that the post-apocalypic desert sun has turned a cartoon fan so mad that he's been recreating the stories he no longer recalls as cartoons.

The climax contains a real sting in the tail and is very open-ended - so much so that a full SIX conclusions are provided so that you can run the one most appropriate to the party's actions!

Designed as a 'shared campaign' adventure which could run in a convention slot, it also would fit in well with your own campaign provided you can engineer some reason for the party to be in Reno, where the action starts. Once they are there, let the fun begin!

Rating:
[5 of 5 Stars!]
Exodus Post Apocalyptic RPG: Wasteland Adventure #23
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Exodus Post Apocalyptic RPG - TEXAS
by Danny M. [Verified Purchaser] Date Added: 07/06/2014 16:32:00
I am sad to say that this addition to Exodus is NOT worth the money. After finding so much of value in prior purchases from this series (and I have them all), I feel like this was a half-hearted attempt to meet a long overdue deadline so that the author could say, "Here's your damned book. Now get off my lawn." The biggest insult was being charged for it. Perhaps the publisher was running low on gas, but you should offer an apology to those of us who were faithful to your book line.

You seemed so inspired before. What happened?

Rating:
[1 of 5 Stars!]
Exodus Post Apocalyptic RPG - TEXAS
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Exodus RPG Core Bundle [BUNDLE]
by Lawrence L. [Verified Purchaser] Date Added: 09/29/2012 19:29:18
I haven't played this product yet, because i havent been able to find a group. such is the downside of indie products, not many want to give them a try. i have read through the books several times, and the system looks pretty fun. it has a definite fallout feel for sure. reading these books made me want to go play my fallout games again and i did, and it gave me a lot of inspiration for characters when i do find a group for this system.

Rating:
[4 of 5 Stars!]
Exodus RPG Core Bundle [BUNDLE]
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Exodus Post Apocalyptic RPG Survivor's Guide
by john s. [Verified Purchaser] Date Added: 04/20/2012 19:06:35
I have been looking for a pen and paper game that had the feel of the first 2 Fallout computer games this one was nearly perfect . I have read that it was going to be Fallout at first but had to be changed for legal reasons

Rating:
[4 of 5 Stars!]
Exodus Post Apocalyptic RPG Survivor's Guide
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Exodus RPG Core Bundle [BUNDLE]
by chris r. [Verified Purchaser] Date Added: 02/16/2011 22:07:35
This is pretty awesome that this is up and for such a terrific deal!! I stumbled quite by accident on this one! I'm a huge fan of Fallout and to tell the truth this game was originally going to be the official fallout D20 rpg! Don't believe me then check out fallout wiki. Contents were forced to change because Bethesda is the identity owner- that's fair though. It's a difficult spot because Bethesda doesn't seem to think pen and paper Rpg's can still be profitable (even though one was included with fallout warfare), yet If someone is willing to develop one they shut 'em done. The background is great! the art is great! I'm also an artist so I can actually give an honest opinion about this. I'm supporting these guys because this is an awesome product! Bethesda are you listening you passed up a great opportunity with working with this team of developers. If you're looking for a setting with ghuls, power armor and mutants this is the one to nab!

Rating:
[5 of 5 Stars!]
Exodus RPG Core Bundle [BUNDLE]
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Exodus Post Apocalyptic RPG Survivor's Guide
by Megan R. [Featured Reviewer] Date Added: 09/12/2010 08:03:05
There are several 'post-apocalypse' games around, even ones using the D20 ruleset, so what sets this one apart? The Introduction sets out the underlying philosphy: Man is a destructive beast, and it's not unlikely that sometime he'll nearly pound himself out of existance, very likely by mistake. The rot set in during the Second World War, when research led to the first atomic bombs, and continued with other scientific 'advances' until the calamity that sets the scene for this game. Taking a date prophesied by the Mayans as marking the end of the current age, 21 December 2012, a rapidly-escalating nuclear exchange is postulated, leading to an 'exodus' of survivors seeking safety in underground shelters from which they have finally emerged some twenty years later.

Scene set, the Introduction ends with a rundown of the basics of the D20 mechanics starting with the abilities and the various ways in which you can generate them, depending on things like how powerful characters are to be and how much choice as opposed to the randomicity of rolling them you want players to have.

Next, Chapter 1: Character Creation takes you through the process for this particular game. Most characters are human, although there are two other options, both the result of government meddling - the Ghûl (or living dead) and trans-genetic mutants, created as potential super soldiers. They also need to pick a Background, which reflects their upbringing and faction affiliation, and an Occupation. There's plenty of information provided to help you decide, and to portray the character appropriately once made. Just reading through them, you begin to get a vivid picture of life in the Wastelands, the various tensions and certainties that people live with. Interestingly, however, Class is very much downplayed in importance and is used to determine the character's approach to life and interaction rather than reflect his vocation. Hence the choice is between Aggressive (who concentrates on combat abilities and is likely to use them as a first resort) and Defensive (who develops his skills and prefers to use methods other than brawling when possible... although will still be capable of combat when needs must!). What are normally 'class' skills are in the main derived from a character's Background and Occupation, although other Class-determined matters such as hit points and saves still depend on the class chosen. You may also choose up to two Traits which further refine the character's outlook or other core parts of his nature, each gives a minor mechanical advantage (often balanced with a disadvantage) although they are mostly for flavour. The Occupation list follows, these reflect the character's calling, his trade, and are mostly used to determine starting money, although more 'class' skills may also be added. They range from 'civilised' activities like academics, law enforcement and religious leaders through traders and athletes (combat sports predominate) to out-and-out criminals and raiders. After all, it's often easier to steal what you want than to earn it through hard work!

All characters also start with a Talent, adding more every fifth level. Some Advanced Classes and other options also confer bonus Talents. Such Talents can cover anything from a glib tongue or leadership potential to enhanced brawling capabilities or mechanical aptitudes. Unlike the core D20 Modern ruleset, anyone can take any Talent they please provided they meet the pre-requisites. However, as well as the all-new Talents presented here, the original D20 Modern ones, updated as necessary to reflect the needs of the post-apocalyptic world, are also given here. That done, discussion moves on to Reputation. Not only characters, but places and organisations have reputations and depending on what goes on both fame and infamy can accrue.

Then, Chapter 2: Skills covers all the Skills that the character may have gained during creation, detailing what they cover and how they are used both mechanically and practically in game. There's a lot of detail here so players will know what their characters are capable of, and GMs have all they need to administer skill use with ease. Craft skills have an additional difficulty: that of finding raw materials and components for whatever you are trying to make. To help with this, there are comprehensive rules for scavenging, while every item has an additional quality of 'scarcity' reflecting how likely it is that you will be able to find any! Chapter 3 then provides similar information for Feats. Between all these, you can customise your character so that he is capable of, well, just about whatever range of things you want. Explanations are clear and whatever you are trying to do, the way in which your action can be resolved is laid out... a few typos, mostly careless or a lack of proofreading, but none which render it impossible to understand.

Character done, now to Chapter 4: Equipment to kit him out. The chapter starts off with rules for such as concealing what you are carrying and indeed, how much you can carry and the monetary sytem, such as it is, before launching into details of the gear you really ought to have before venturing forth into the Wastelands. Firearms are covered in considerable detail - and at least the authors know the difference between a 'clip' and a 'magazine.' Even gunbunnies should find plenty of choice here - and there's a delightful cartoon of a fellow scratching his head at a wide assortment of longarms in a gun cabinet, which reflects those less familiar with the fine detail of what's available. The descriptions are clear enough for non-gunbunnies to cope, though. Just in case you're getting nervous, the next section covers armour - from a biker's leather jacket right up to power armour or a full-blown space suit. Even better, this is followed by medical equipment and, if it all gets too much, a selection of, ahem, recreational chemicals. There's also an assortment of general field and technical gear and a section on food and drink that's, shall we say, somewhat uninspiring. Make sure someone in the party can cook if you want anything tasty. At least you can get drunk, there are even rules for determining when you've had enough. Next, transportation and services. Back to transportation, with a handful of motor vehicles and rules for vehicular chases and combats. Petrolheads may be disappointed at the meagre selection of vehicles (especially by comparison to firearms) but this is made up for with a comprehensive set of driving manoeuvres that they can perform.

Appetite whetted by vehicular combat, Chapter 5: Combat and Tactics covers the full scope of rules covering brawling in every shape and form. The course of a combat is laid out clearly, with a surprise round if anyone is taken unawares followed by 6-second combat rounds in which each participant gets the chance to act, which continue until the matter is resolved. Actions are taken in initiative order, and each character has a range of options in what he is able to do. Like all such systems, the better all participants know the rules, know what options they have and what to roll to resolve their actions, the faster combat can take place in the course of the game and the more exciting it becomes as players can focus on what they are doing rather than on the mechanics. There's a particularly useful chart that makes it easy to see which actions have the potential to provoke an attack of opportunity, and all the different things you can do are explained well. It's worth reading this through even if you are already familiar with modern combat using the D20 ruleset, and if you are not, this is an excellent introduction. Combat dealt with, other means of getting damaged or killed - fires, drowning and so on - are also covered. Of particular note is the section on ionising radiation, a considerable danger in a post-apocalyptic setting where the 'apocalypse' was a nuclear war. The dangers of addictive substance abuse are also well modelled.

Next, Chapter 6: Advanced Classes presents some options for characters who survive all the dangers of the previous chapter for long enough. So those wishing to become bounty hunters, daredevils, desert rangers, dreadnaughts, explorers, field medics, field scientists, gunslingers, harvesters (nothing to do with agriculture, it's a ghûl with a fungus problem!), infitrators, made men, martial artists, master traders, mutant beserkers, mutant commandos, prizefighters, riggers, slayers, snipers, socialites, soldiers, Steel Disciple initiates (think militia combined with cult - but actually they are the remnants of the US government!), street warriors, swindlers, thrashers, tribal shamans, tribal warriors, or weaponmasters need look no further. As well as meeting various requirements in terms of skill and ability levels, many also have 'story' requirements, so players who wish their characters in these directions need to discuss the matter with the GM so that appropriate opportunities arise. The range of options are considerable, and each allows the character to develop in interesting and possibly unique ways.

Finally, Chapter 7: The Exodus World presents an overview of the setting in which the characters find themselves. There's a list of leading organisations, and just reading the descriptions of them spawns ideas for plotlines involving them. Next comes a map of the area involved, from the Californian coast across to about Roswell in the east, followed by descriptions of major settlements. While again full of ideas, a good proofread might have helped in this section. This chapter is very much of a summary, but the Southwest Wasteland Guide is available for those who require more detail.

The book rounds off with a few appendices: a customisable character class (excellent detail on how to build a class here!), details of fictional companies whose products are mentioned, some 'jinx' tables to make characters really unhappy, and even some Wasteland advertisements! Oh, and a character sheet.

Overall, as post-apocalyptic ones go, this is a good one. It's firmly rooted in background and location, and mechanically-sound... and well-supported with a series of adventures. If you like the action-adventure approach to survival, it's recommended.

Rating:
[5 of 5 Stars!]
Exodus Post Apocalyptic RPG Survivor's Guide
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Exodus Post Apocalyptic RPG: Wasteland Adventure #17
by Andrew L. [Featured Reviewer] Date Added: 12/09/2009 11:53:04
Exodus Post Apocalyptic RPG: Wasteland Adventure #17 is a post-holocaust d20 Post Apocalypse OGL scenario that requires the Exodus Survivor's Guide, Exodus Southwest Guide and Exodus OPS Campaign Manual to play. It also has an alternate title of "The Glow of Death" on the cover. OPS, in case you're wondering, stands for "Organized Playable Scenarios" and as far as that goes this 22 page PDF does what is says on the tin. The Glow of Death is designed for 4 to 6 characters of 4th to 6th level.

Unusually for the normally dark and grim post-holocaust milieu The Glow of Death takes a light tone, playing up to martial arts movie tropes. This is apparent even in the plot which is a basic "find the parts of the broken up McGuffin." A bit of flavor is added by the loss of one piece as the result of the death a martial arts master in the first scene. His student, now out to recover the artifact and avenge his master's death is the party's "new best friend NPC." You could argue that the McGuffin trope has been mined so many times it has descended to the level of a cliche. However, there are many such as Hollywood, computer games designers and even such RPG luminaries as ChattyDM who would disagree with you. Further in a scenario that can only be taken as humorous using well trodden tropes can not only be forgiven but is arguably necessary to prevent plot details from distracting the players as they hamm up the jokes. Given this the default player entry hook, a nice familiar "you interrupt an apparent mugging" is pleasing in that it telegraphs to the players the presence of a big sign saying "This Way to the Dungeon."

Whilst humor and trope mining does allow the designer to introduce the PCs to a set of mysteriously familiarly named NPCs with obvious powers as opposition, it does not excuse the almost entirely linear encounter structure. Having said that the writer has documented, where needed, multiple paths between each encounter in the line. So the GM is less likely to find herself extemporizing plot links or being accused of railroading the players.

As to the "can be converted to any post-holocaust game" tag, this scenario has, perhaps, a too lighter touch for many post-holocaust campaigns. But if you do wish to convert, maybe for a one off interlude, then the included Martial Arts Technique descriptions and a familiarity with d20 should be all you need.

Apart from the logo on the front the only art in this PDF is the collection of maps at the back. These are straight forward and basic affairs but should, when enlarged, be suitable for use instead of dungeon tiles.


There are demerits. The text contains a number of grammar and spelling errors though it does remain understandable. All the named NPCs are male and the campaign background contains gratuitous mentions of a pastime which is counted as animal cruelty by many.

All in all the scenario is competent and meets, but does not exceed, the quality expectations set by its 3.00 USD price tag.

Rating:
[3 of 5 Stars!]
Exodus Post Apocalyptic RPG: Wasteland Adventure #17
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