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Mutants & Masterminds Gadget Guide: Nanotech
by Megan R. [Featured Reviewer] Date Added: 08/12/2013 08:24:51

Nanotech is fun... and a bit scary. It's certainly worth exploring in regard to your Mutants & Masterminds characters either as a way for them to gain powers or as the way in which their powers operate.

It's all about manipulation at a molecular level. Aspects that have clear applications include monofilament and smart materials capable of adapting to their surroundings - perhaps you do not wish to waste time finding a telephone box (if you can, these days) when it is time to spring into action, so you could use smart material that can transform from a business suit to your superhero costume at time of need!

If you want to make stuff using nanotechnology, this probably falls under Inventing, especially if it is not a prevalent and common technology in your campaign world.

There's a whole bunch of ideas here, things that inventive characters can tinker with and any character could use if he could but find someone to make it for him. A particularly helpful application is nanobot 'surgeons' that float around in your bloodstream and repair any injury. If you want to weaponise Nanotech, go for monofilament swords or whips, or concoct an exotic nano-toxin.

The possibilities are endless...



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Gadget Guide: Nanotech
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Wild Cards SCARE Sheet 10: Rustbelt
by Megan R. [Featured Reviewer] Date Added: 08/12/2013 07:33:36

This details the rather sad story of Rustbelt, a none-too-bright but compassionate Joker whose powers reside in an iron skin ('armour') and the ability to rust anything of iron or steel at a touch.

The backstory is comprehensive and details a massive adventure based around a vist to Africa in an attempt to rescue an orphan he'd been supporting there. It would actually make a good adventure in its own right if you prefer that to having it in the character's history.

The delight here is how ordinary Rustbelt is, how human despite the grotesque appearance of a lumbering metal creature who is somewhat lacking in the intelligence department. It's clear that he just wants to be the best person that he can be, and will use his powers just as he'd use any other ability to do good whenever he can. OK, so he's a bit niaf and trusting. So what, he's nice, he's one of the good guys.... and someone you'd like around in a pinch, provided you are a good guy too.

Complete with full character sheet, illustrations and datafile. A nice addition to the 'crew' of characters.



Rating:
[4 of 5 Stars!]
Wild Cards SCARE Sheet 10: Rustbelt
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Wild Cards
by Steven H. [Verified Purchaser] Date Added: 08/09/2013 20:45:31

This is a fantastic book. It is not only a role-playing book, but a full on encyclopedia of everything Wild Card.

It starts out with a history of the Wild Card virus with a walk through of the books. This is the first time I, personally, have ever seen a layout of the books and an outline of each book, in each series. It makes it so much easier to hunt down the Wild Card books, which are hard to find nowadays.

I compared this incredible book to the GURPS Wild Card book and was amazed at the difference. This book is so much more. It is well over 100 pages bigger, more in depth and full of details that the GURPS version glosses over.

The section on locations is invaluable, as it positions characters from the books and explains what happened where and why.

The book goes very in depth on the Takisians, which has been needed for years and it also has a large section on the Swarm, which plays an important part in the books.

The individual entries are great, as the important characters are really fleshed out...like Cap'N Trips who gets almost 4 pages for himself and then a page or 2 for each of his alter-egos. Very nice.

Overall, I highly recommend this book, not only for the plethora of Role Playing information, but for the directions in which it can be used and blended with other games besides Mutants & Masterminds. Imagine Wild Cards Basic Action Super Heroes (BASH) or All Flesh Must Be Eaten (AFMBE) Wild Cards.

(from the book itself): Chapter 1 looks at the wild card virus itself and how it works, along with spin-off innovations like the Trump, Black Trump, and Overtrump viruses. Chapter 2 details the history of the Wild Cards world, from before the arrival and release of the virus to the present day, with an emphasis on the events of the Wild Cards books. Chapter 3 describes New York City, the epicenter of the wild card phenomenon, home of Jokertown and many important characters and locations from the series. Chapter 4 makes up the bulk of the book, as it describes many of the prominent characters of the Wild Cards stories, including detailed histories and Mutants & Masterminds game information. Chapter 5 looks at different organizations, factions, and groups in the world of Wild Cards, past and present. Chapter 6 gets into how to use the Wild Cards setting with Mutants & Masterminds, providing wild card character creation, rule options, Gamemaster advice, and a variety of series frameworks and adventure ideas. Ante-Up is an introductory Mutants & Masterminds adventure set in the world of Wild Cards, where the players can learn what it’s like to draw the wild card and find themselves thrust into a strange new world.



Rating:
[5 of 5 Stars!]
Wild Cards
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DC ADVENTURES Universe
by Kyle R. [Verified Purchaser] Date Added: 06/28/2013 14:38:20

One of the best setting books I have ever read. Can't wait till they have more releases.



Rating:
[5 of 5 Stars!]
DC ADVENTURES Universe
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DC ADVENTURES Universe
by Chris F. [Verified Purchaser] Date Added: 06/17/2013 14:12:48

DC Adventures Universe is easily the best of Green Ronin's DCU campaign guides. More than the two alphabetized character rosters, Universe really captures the feel of the classic DCU as a place of oddities, awesome second string heroes, obscure trivia and wonders. I've barely begun reading through Universe, but I've already discovered some neat things I never knew about the DCU. Universe is a great historic record of the DCU post Infinite Crisis and pre-Flashpoint, presenting fans with a very complete look at the universe as it stood just a few years back. As always, presentation is wonderful, and the comic art used is well chosen and neatly laid out. I'm hoping Green Ronin gives us some more DC sourcebooks in the future. I'd love to see more Legion of Superheros related content, because the 31st Century has enough plothooks for a dozen gaming hardbacks, as well as a second volume of Universe dealing the places and planets of the New 52 DCU. CHRIS



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Gadget Guide: Heavy Weapons
by Megan R. [Featured Reviewer] Date Added: 05/16/2013 10:39:24

OK, heavy weapons are not the first things that spring to mind when you think of superheroes (most of them are more lethal than that with their powers!), however when the likes of Godzilla or a supervillain is on the rampage local law enforcement or the military are liable to reach for anything from machine guns to missiles and beyond to nuclear weapons and even planet busting bombs..

We start off with rules for targeting and effect before looking at some more specific weapons: machine guns, artillery, missiles, nuclear weapons and a wonderful catch-all, super-science weapons. For each weapon type there is a fair bit of specific detail to enable you to adjudicate and describe their effects when used.

A lot of this is quite over-the-top, verging on weapons of mass destruction, and may have no place in your game. In a way, it's not really what superheroes are all about. However, it is easy to imagine how panicked governments - particularly if they are unaware of the capabilities of any superheroes contemplating coming to their rescue - might reach for their arsenal of heavy weapons when under threat. Indeed, I can imagine a scenario in which the superheroes are as much engaged in pleading with local authorities not to use them as they are in dealing with the threat that caused their deployment. Certain superpowers also may be employed to nullify or curtail the effects of weapons used by terrified authorities too... hmm. There's more scope here than I thought when I first opened the product, always a good sign.



Rating:
[4 of 5 Stars!]
Mutants & Masterminds Gadget Guide: Heavy Weapons
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DC ADVENTURES Universe
by Sean F. [Featured Reviewer] Date Added: 04/25/2013 16:45:26

SEAN'S PICK OF THE DAY: On the other side of the Big Comics Universe Coin, the latest DC Adventures (M&M) book is out, and it's a doozy! The whole big damn DC Universe! Collectors will want this even if they don't play the game.



Rating:
[5 of 5 Stars!]
DC ADVENTURES Universe
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Duty Unto Death
by john k. [Verified Purchaser] Date Added: 04/23/2013 10:13:30

lots of potential, a good starter adventure for new and veteran players.



Rating:
[4 of 5 Stars!]
Duty Unto Death
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Mutants & Masterminds Gadget Guide: Asian Weapons
by Megan R. [Featured Reviewer] Date Added: 04/09/2013 11:39:04

There's a lot packed into this little work - a whole collection of Asian weapons as well as that staple of adventure, ninja weapons and devices!

It starts off with a note on concealment and on the frequent use of Asian weapons in pairs, and continues by describing a whole range of blades, budgeoning weapons, polearms, entangling weapons and ranged weapons - including a whole array of different arrows. If you do like Asian weapons, you'll probably find your favourites here (my particular love, the kukri, is there... so I now know the M&M stats for the one lurking under my desk!) Most weapons are Japanese or Chinese in origin, but the Indonesian kris makes an appearance, as well as famous items like nunchaku, the chakram and the war fan.

Next comes the ninja section (although for some reason shuriken appear under ranged weapons). This includes notes on the way they are good at concealing and improvising weapons as well as some of the gadgets for which they are renowned. There are also notes on weapons shaped like animals and the use of animals as weapons (with the common mistake of referring to POISONOUS snakes... hitting someone with one of the very few poisonous snakes would have little effect, use a VENOMOUS one if you want to annoy the poor serpent into biting your target with dire effects!) .

Now, whilst there's a brief mention in the section on weapons shaped like animals, the main focus here is real-world mundane weapons. If you want ones that are themselves superpowered, or which accentuate superpowers, you won't find much here. But the wise superhero remembers that there are times when cold steel will be more effective than any weird ability!



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Gadget Guide: Asian Weapons
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True20 Adventure Roleplaying
by A. A. [Verified Purchaser] Date Added: 03/25/2013 21:42:03

A very good system. This is a hidden treasure among RPGs. Steve Kenson has taken the d20 system and boiled it down to its essentials in an easy to follow system that doesn't take away time from the gaming table to look up cumbersome rules. No more keeping track of hit points or spell slots. For those who are familiar with the d20 system, but wanted something more streamlined, this is the perfect product. The best part is that it works with any setting. Whether you're preferred genre is space ninjas or post apocalyptic cowboys vs. leather clad bikers, this system has you covered. The reason for 4/5 is because the system is still level dependent, and could have included a point build option. The very best part in my opinion is that you only need 1d20 to resolve everything.

True20 delivers a flexible system with nigh limitless possibilities. The game mechanics are solid and the flow of gameplay is unparalleled. A must have for any serious RPG fanatic.



Rating:
[4 of 5 Stars!]
True20 Adventure Roleplaying
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Cults of Freeport
by JK R. [Verified Purchaser] Date Added: 03/13/2013 08:30:47

This, as its title implies, is a sourcebook focusing the Cthuloid aspects of the Freeport setting, which have, of course, been there ever since the original adventure trilogy. We get eight evil cults here, any of which could be easily transported to any other fantasy RPG setting - since there are no rules here, the RPG in question doesn't even have to be a variant of d20.

The cults themselves are mostly chaotic evil, with two or three exceptions. Four have more or less directly Mythos inspired origins - Hastur and Yig are, of course, included, and the other two (while never named as such) are Nyarlathotep and Morrigan. A fifth is based on the Forgotten Realm's version of Loviatar, here envisaged as a goddess of BDSM. For the remaining three cults, we have vicious pirates, seekers after forbidden knowledge, and demon-worshippers. Each cult has its own distinct personality and theme, giving a variety of different forms of evil and avoiding a feeling of "sameness".

At 145 pages, this is a large book, and with none of that taken up by stat blocks, that means that each cult can be fully fleshed out. We have their history, mythology, their aims and objectives, rites and rituals, and so on. Furthermore, the actual cult as it exists in, or near, Freeport is described with detailed write-ups of its NPCs, and room-by-room descriptions of whatever passes for its temple - each with a detailed floorplan.

The book is black and white, with high quality artwork. Much of the material in it is pretty gory, although it falls short of explicit detail. Most of the cults, in short, are truly loathsome, and we are left in doubt as to why. Each is also accompanied by a resume of a four-part series of scenarios (you'll have to provide the details yourself) showing how PCs can encounter, fight, and hopefully destroy each cult as they rise in level.

In short, if you're looking for some worshippers of evil and insane gods to include in your game, this is a useful resource, with plenty of original ideas. Although written for Freeport, it could easily be transplanted into any setting where the cosmology fits. The statless nature may be a problem for some, though. You'll have to figure out stats for NPCs, and also work out what magical powers (if any) the evil gods give their followers, and I could see that for some GMs, especially of rules-heavy systems, that could be quite a pain.

But if all you want is ideas, here are some truly memorable and ghastly villains to bring a taste of horror to your fantasy game.



Rating:
[5 of 5 Stars!]
Cults of Freeport
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Mutants & Masterminds Gadget Guide: Utility
by Megan R. [Featured Reviewer] Date Added: 03/08/2013 08:55:42

Some superheroes rely on muscle and agility, others on powered suits or the (un)natural abilities conferred by their superpowers... but nearly all of them find that other odds and ends are useful from time to time. Batman, after all, was never without his utility belt - and your 'hero doesn't need to be either.

This product takes the basic utility belt from the core rulebook and expands on it. There's a whole array of useful items that you might think would be useful, neatly arranged as offensive items, defensive items and movement items. For an additional cost (set-up points, I mean) you can have an 'array' feature that makes it easy to use more than one at once, or swap between them... and there is even a facility to be able to just reach in and have that gadget you didn't know you needed until just now! There are certain constraints, of course, but mostly about the size of the item compared to the space in which you keep it.

The range of items is quite impressive. Miniturised grappling hooks and ascenders, of course, gas masks, brass knuckles, mini-grenades, even a glider or a cutting torch... so the well-equipped superhero can never be at a loss, with a device to meet every occasion. Each one comes with description and apposite game mechanics, ready for use at a moment's notice.

This is a very practical expansion of the basic utility belt rules and well worth considering for any 'hero who doesn't mind carrying around a bit of a joke-shop collection of odds and ends... which will come in surprisingly useful in the heat of action. Shark repellant, anyone?



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Gadget Guide: Utility
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Mutants & Masterminds Power Profile #12: Magic Powers
by Tim R. [Verified Purchaser] Date Added: 03/01/2013 16:27:14

Excellent product, especially for Magic powers, which can have the problem of being too wide-open an arena to play in. Lots of material from the 2e magic book, but presented with more crunch in terms of power building advice and a LOT less gm content and fluff, so more bang for far less bucks..



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Power Profile #12: Magic Powers
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A Song of Ice and Fire Roleplaying: A Game of Thrones Edition
by Ken T. [Verified Purchaser] Date Added: 02/15/2013 22:42:17

Bought this game because of the HBO series and the books. I enjoyed them both immensely.

The game looks pretty good though I have yet to run it. Give me a couple of weeks to pull together the group. Of course there is the combat system, but there is also the social intrigue system. Both play out pretty much using the same sort of mechanics.

The game uses a point buy system to build your character and the house you will play. Your character will not be able to do everything, but they can do some things well, even very well if you don't try to spread yourself out too thin.

Though I have not played in twenty years, I do GM games with a similar feel to this game. This is the first time I have even considered playing a character.



Rating:
[5 of 5 Stars!]
A Song of Ice and Fire Roleplaying: A Game of Thrones Edition
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Fang & Fury: A Guidebook to Vampires
by Timothy B. [Featured Reviewer] Date Added: 02/14/2013 10:24:28

This is an older book for 3.0 (not 3.5) D&D but there is still a lot of great things here. This is certainly written from the D&D-fantasy world vampire; so feeding off of dragons and the like, what happens to certain classes. There are feats, prestige classes, monsters and gods. There are plenty of spells, magic items, weapons and artifacts. There is really a lot of good stuff here and if you have vampires in your game then you need this. If you have any vampire big-bads in your game then this is also a great buy. Some of the material needs to be updated to 3.5 or Pathfinder, but nothing that is a show stopper that I could see.



Rating:
[4 of 5 Stars!]
Fang & Fury: A Guidebook to Vampires
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