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Mutant Chronicles 3rd Edition Roleplaying Game
Publisher: Modiphius
by Megan R. [Featured Reviewer]
Date Added: 09/08/2015 08:44:38

This massive (almost 500 pages!) rewrite of Mutant Chronicles is visually appealing even before you start to read... when you do, Chapter 1: Welcome to Mutant Chronicles does double duty, starting with the mechanics of what is needed for play - you need d20s, d6s and counters - and why you need them, and then launching into more conceptual areas by explaining that it's a dieselpunk techno-fantasy game... and then while you are still scratching your head over that, explaining what is meant by those terms. In a near-future when humankind has spread throughout the solar system, something called Dark Symmetry has cast a blight over technology, meaning that many shiny new toys have been put away in favour of older tech that remains reliable. The whole game is built around the struggle between humanity and Dark Symmetry in three distinct time periods: the Dark Symmetry period (when it is trying to gain a foothold and a lot of the struggle passed by the 'man in the street'), the Dark Legions period (overt battle, the setting of the previous two editions and the miniatures skirmish game Warzone), and the Dark Eden period (when matters come to a head).


We then read about the factions, which include massive corporations and other organisations. These are described later on in the book, and further supplements addessing them are in the pipeline (whilst I do not usually mention future publications until they happen, these were included in the Kickstarter for this project and so it's very likely that they will materialise!). Those who do not wish to take regular employment within these organisations become freelancers, trading job security for freedom of action. There's a brief mention of the opposition (alien servants of Darkness and the heretics who support them, sometimes unwittingly), then it is on to a survey of known space. Earth is in tatters, poisoned and virtually uninhabitable, but there are burgeoning communities on Luna (Earth's moon) and the inner part of the solar system (Mercury, Venus, Mars and the asteroid belt). Further out is more sparsely colonised and was gobbled up readily by Dark Symmetry as soon as it arose.


Next comes Chapter 2: Mutant Chronicles Factions, which goes into more detail about the megacorporations that have taken the place of the nation-states of old and other groups as well. Each organisation has its own chapter later in the book, for now we get a thumbnail sketch, an overview. Familiar names to those who played earlier editions of this game, the corporations are Capitol, Bauhaus, Mishima, Imperial, and Cybertronic. Each has its own distinctive tone and character, just as the nations which preceeded them did - indeed you can see traces of, for example, Germanic and Scandinavian influences in Bauhaus and Japan in Mishima. Cybertronic proves an exception, the most recently-formed it draws on a wide range of cultures and embraces technology in a way unlike the others. There are other non-corporate factions too, described in similar manner: Whitestar (who cling to the remnants of Earth and view everyone else as deserters), the Cartel (who provide a meeting place for the corporations), the Brotherhood (a religious order, source of what social aid is around but vehemently opposed to Dark Symmetry) and Luna PD (much more than a mere police force!).


Up to now, this information is suitable for GM and player alike, but the next chapter, Chapter 3: Timeline of Mutant Chronicles, introduces a little red flag that points GMs at information (tucked away at the end of the chapter) that is for their eyes only. Leaving aside the fact that more than one member of a group might both GM and play the game, it's an issue that besets single-volume core rulebooks: you have to rely on player discretion to stay out of the things they shouldn't read! Of course, it often makes the game more fun if players do exercise restraint. Anyway, starting at the end of the 21st century, this chapter details the events that brought humanity to its current state with the Dark Symmetry era beginning in the late 25th century, following a 'golden age' of exploration and expansion. It's a heady sweep of future history which has its roots in a destruction of natural resources by corporate greed and overpopulation that sounds all too possible.


Next we move on to game mechanics with Chapter 4: Core Mechanics. Here the core of the game system is explained with details of skill tests, Momentum, Chronicle Points and the Dark Symmetry Pool. On the whole, it's best to roll low. A skill test is rolled on 2d20 with factors based on attributes, skills, bonus success, and difficulty added in; and basically determines whether or not a character succeeds in whatever it is that he is trying to do. The text digs into this in detail and provides plenty of examples to show you what is going on. Momentum is a neat mechanic which determines how well you succeeded, and allows for the choice of appropriate outcomes: did you do it faster, do a better job... Chronicle Points are awarded by the GM as he sees fit, to reward good role-play, clever planning, the overcoming of obstacles and so on; and may be used by the player to influence die rolls, perform extra actions in combat or even to take a moment to catch his breath and wipe light wounds off of his character sheet. The GM has the equivalent in Dark Symmetry Points, which can be gained when characters make a botch of things (as in, fail a die roll) or even when a player, seeing that a task is difficult, 'purchases' an extra d20 to roll to resolve it at the cost of giving the GM a Dark Symmetry Point. This kind of 'book-keeping' may seem a bit onerous, or liable to detract from the flow of the game, but handled with care it provides robust mechanics to manage developments.


Chapter 5: Character Lifepath starts you off on the character creation process. It is moderately time-consuming, but the depth of character that results is worth it. The standard method combines choice and chance by providing at each step the option to make a choice or roll the dice (you decide which, of course, before any dice are rolled); but if the party has already decided exactly what they want to play there is a completely point-based option. It's recommended that all characters in a party take this option if it is to be used at all to maintain balance between them. The whole process involves eight key decisions, and by the end you should have a good idea of who your character is, and how he came to be like that... his background life history is developed as part of the process, including significant events in his life. Next, Chapter 6: Experience and Gameplay Rewards shows how characters gain experience points and use them to develop and grow, then Chapter 7: Skills and Talents gives further details of all the options (as well as showing how to actually use skills in play) although they are assigned during the Lifepath process.


Throughout, the emphasis is on how the various aspects of your character can be used in play. It sounds more mechanical than it actually is: once you understand what everything means you will be able to use it to effect. This is a game in which a thorough understanding of the rules will aid effective role-play, unlike some games where it is sufficient for the GM to know the rules it is essential for the players to get to grips with them as well. Each aspect, such as Momentum and Character Points, performing actions and of course combat, gets a chapter (well, more than one chapter when it comes to combat!) explaining precisely how you can put everything to use. There are lots of examples to go along with explanations to make it all come to life. Note that madness and being consumed by darkness are as real threats as bullets in this game, and there are of course rules for that as well.


Both creatures of darkness and those of the light have the opportunity to learn specific powers - call them spells if you will - and there are a vast array for you to pick through. Eventually, however, we come to chapters covering equipment: vehicles, spacecraft, weapons and other equipment and gear. Each comes with a wealth of detail on construction, repair, operation and combat use. What a character has access to will often depend on his faction affilitation. An odd quirk of the armour system is a fondness for large shoulder pads: be prepared to look as if you are about to play American Football rather than engage in a brawl!


After an exhaustive discussion of gear, we move on to Chapter 25: Adversaries. This takes the GM through the process of creating all the NPCs required, with a truncated version of the lifepath process used for player-characters being suggested. Plenty examples and samples, and of course there are beings other than humans for the characters to contend with. Next comes Chapter 26: The Dark Soul and Apostles, with a wealth of detail on everything from the first contact with darkness (on Pluto, 2480AD if you must know) to how it has spread through the solar system and what is going on in the time in which the game is set. Although it's not mentioned overtly, this is probably GM territory. This is followed by a chapter on the Dark Legions (in effect a bestiary), including their weapons and equipment.


Next is an extensive chapter on Luna, the moon, which is now the primary home of humanity. There's masses here, locations to visit, lifestyle information and more - and a sequestered section of notes for the GM alone, suggesting that the rest can be made available to characters who have reason to know their way around! Then there is a chapter on freelancers, employees and jobs which looks at the various ways in which characters can make a living, followed by separate chapters on the corporations and other organisations which might be hiring. The wealth of detail is quite amazing, painting a vivid picture of life all ready for your party to come and inhabit it.


Then comes Chapter 38: Eras of Play which explores the different time periods available and what is going on in each before launching into Chapter 39: Gamemastering Mutant Chronicles, filled with good advice on how to run the game to effect, using the rules and the background material to drive your plots. The following chapter on Scenes and Environments continues in this vein and covers a whole lot more than the title might suggest. Finally, Sessions and Campaigns provides loads of ideas to get the GM going. An assortment of charts and worksheets, the index and a list of Kickstarter backers rounds the book off.


This is an elegant and masterful re-tooling of the original Mutant Chronicles, retaining the original flavour yet giving it a contemporary spin. If this kind of dark future appeals, this game should keep your group engrossed for many a gaming session.



Rating:
[5 of 5 Stars!]
Mutant Chronicles 3rd Edition Roleplaying Game
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Shadow Planes & Pocket Worlds (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 09/04/2015 07:41:56

Designed as a supplement to Dark Worlds and Golden Hells, the planar sourcebook for the Midgard campaign setting, the Introduction notes that most of the material herein just didn't fit into it or, in one case, was thought maybe a bit too dark for the main book. So if you fancy sending your party to explore the wonders and wierdnesses of the planes and want even more to put before them, jump right in.


It opens with that problematic item (apparently one individual disliked it so much that they dropped out of the project altogether!), which is a new 'other location', a plane of sheer horror which it is likely the party will end up in by accident as you cannot really imagine anyone wanting to go there. Called Mora, it is evil-aligned and takes the form of a rocky island in a dark sea. It is filled with female spirits, porportedly neglectful mothers, and riven with fear. Brooding lonliness and sheer panic await those who venture here, a madness that traps wanderers and is hard to escape. Here too, stolen children are auctioned off by bogeymen. It's a vivid reminder that there's a lot of nasty stuff out there... whether you want it in your game is up to you, but it should only be used with care and full knowledge of your players. Someone with childhood trauma in their past might find this too challenging for something that is, after all, supposed to be fun.


There's a brief piece of fiction associated with the Rusty Gears locale described in Dark Worlds and Golden Hells, then it's on to a collection of planar traps, hazards and afflictions that you can place as appropriate when your party is wandering the planes. Perhaps you want to confuse with some non-Euclidean angles, strange shapes your eye slithers off as your brain fails to understand what's going on; or maybe pass around some dead stone, rock from which the very essence of being a stone has leached away. Its very touch is said to make a dwarf cry. There are strange diseases and poisons here, and if you don't find the planes wierd enough, mind-bending drugs.


Then there are magical and wondrous items - some cursed, of course. One catches my eye (because I'm going to be marking some exam papers after my lunch break): a bottled memory. I wonder if any of the students have remembered what they needed to know? They can be useful, entertaining or informative... and then there's faerie food. Many will know it's not a good idea to eat it, but here are the relevant game mechanics to deal with those who do.


Finally there's a Bestiary (which includes a template for creating an Imaginary Friend) and some NPCs.


If you already have Dark Worlds and Golden Hells this could prove a useful adjunct but if you don't it makes far less sense. I don't think I want to actually visit Mora, but it could spawn a few good legends and tales to scare any would-be planar travellers: something that lurks in the shadows rather than occupies centre-stage. The items and traps and other perils are particularly good, they are the real reason to add this book to your library.



Rating:
[4 of 5 Stars!]
Shadow Planes & Pocket Worlds (Pathfinder RPG)
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Dark Roads & Golden Hells (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 09/03/2015 09:01:44

So you have grown weary of trampling around your campaign world (be it a published one or one of your own invention) and would like to take the party somewhere really different? Then perhaps a jaunt into another plane of existence might be in order...


Chapter 1: Lore of the Planes gets straight down to business, starting with philosophical musings about what the planes actually are (as much as you can imagine then a whole lot more, apparently!). To make it a bit more comprehensible, think of them as tangible representations of concepts and ideas. The main ones are based on the alignments - things like Good and Evil, Law and Chaos - but you might find ones for Art or Music, Beauty or Trade... only they come and go as people find different ideas of importance. You also find the souls of those who have finished their mortal existence here, perhaps making their way to the Underworld or onwards to some final destination with a few devout ones being gathered in by the deity they venerated. And then there are the denizens of the planes themselves. Independent living beings who find their homes in these strange places. Perhaps this is where the Gods are to be found, complete with the minions and companions that their faith holds that they should have. Living vessels for the power of an idea. I don't profess to understand, there again if I did maybe I'd be a deity too!


Next, Chapter 2: Cosmology tries to explain what is contained in a sample cosmology, the Midgard one. Use it as is (even if you don't run your games in Midgard), adapt it or use it as a template and guide as you devise your own. The whole book is designed as a 'plug and play' manual, take the bits you want, add in your own ideas and come up with a set of planes like no other - it's probably as close to being a god as any of us will get! Like any religion, it starts "In the beginning..." How did the universe in which your campaign is run come into existence in the first place? And who found out and started to create legends about it (which may or may not be accurate, of course)? Maybe different groups have different explanations for how everything came to be - these lead to contention, be it academic debate or all-out war. Examples from Migard are given. Was order given to chaos, or the other way around? It's never static, that's for sure, and there is always contention between various aspects of the planes themselves, never mind mortal squabbling below. The Material Plane, the place where your campaign world exists, is at the middle. Denizens of myriad planes squabble over it because they all draw their power from the very souls of those who live there... and often meddle through dreams and visions or outright intervention in what is going on there, too.


And then you - or at least the party - think of going there. Most use magical means (a spell or portal) but some slip through the cracks into some kind of 'sea of possibilities' - maybe it presents itself as a corridor with lots of doors, or it might be something far more exotic. Through those doors (or via whatever metaphor you pick) are all these planes... and each plane has its own characteristics and nature. A selection of the Midgard planes are described here, for inspiration or use as you please. There are loads of ideas here, and many useful sidebars which show you how to use these traits and characteristics to affect game mechanics. In a Good-aligned plane, perhaps 'evil' magic doesn't work, at least, nothing more than a nasty smell or a bit of smoke results from your casting, for example. Or perhaps any spell-casting results in a bright flash of light in addition to the intended effects.


If that wasn't enough, Chapter 3: Other Locations looks at what else is out there besides the planes. The cracks between them, if you will. The places you might end up if you botch that planar travel spell or open the wrong door. Called Between, this unspace has a whole geography and inhabitants of its own and, trust me, you don't want to go there. Neither will your characters, if they know about it. They might be more comfortable in another unspace called The Casino, but beware: it's generally more than mere money that rides on the games played here. You can play - or bet on - just about anything conceivable here, and there's even a 'game development' complex where games from all over the known universes and beyond are tested and honed to a high level. There are other locations as well, if these two do not take your fancy: the Evermaw, the Marketplace, the Plane of Spears, and more. The Marketplace is an intersection of all the markets that ever there were, a place when literally anything is available - for a price. A multitude of adventures await in all these places, and if reading about them doesn't give you enough ideas, plenty of suggestions for how to use them in your game are sprinkled throughout.


Next is Chapter 4: Heroes of the Planes. So far, we have heard about assorted denizens of every plane discussed, but here you get the low-down on new races native to the planes along with new feats, traits, incantations and spells that may be learned here, may be useful here... or may be used against unwary visitors. Then on to the real heart of the matter with Chapter 5: Gamemastering Infinity. After reading thus far, you may be thinking that you have bitten off more than you can chew. Don't worry, there's plenty of helpful advice here. Start small. Add the odd twist to an otherwise-normal adventure. Remember that the planes never stay the same. Then there's an introduction to planar roads, the routes seasoned planes-wanderers use to get from one place to another. Even seasoned travellers find them tricky to navigate and often end up someplace other than they intended. Here also are the strange economics of the planes, the commodities valued here are different from the gold pieces that are useful back home on the mortal plane. This chapter ends with some magical items unique to the planes, and it is followed by the last chapter, Chapter 6: Bestiary. As you can imagine, some mighty strange beasties are to be found here.


This is a book of ideas, of inspiration and of concepts. Even if you stick to the exemplars pulled from the multiverse around Midgard, there is still much to be done before you can actually run much in the way of planar adventures... but this is a starting point to help you think about what you want and how to make it happen. It digs at the fundamental underpinnings of what makes a fantasy campaign world work, and what may lie beyond... but may be a bit philosophical for some tastes. An interesting read, nevertheless.



Rating:
[4 of 5 Stars!]
Dark Roads & Golden Hells (Pathfinder RPG)
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Midgard Bestiary for Pathfinder RPG
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/31/2015 06:57:41

The Midgard Bestiary is a monster compilation with a difference. Born of Open Design's organic development process, it draws upon monsters featured in Kobold Quarterly, the website and already-published materials as well as the traditional folklore that powers much of their output. Keynotes are that monsters ought to be scary and have the potential to be used in unorthodox ways to keep players guessing and on the edge of their seats. There's an overtone of deep-rooted horror that permiates much of the Open Design (now Kobold Press) output, the sort of horror that stems from tales told and retold.


Each of the 89 monsters gets the same treatment: brief 'this is what you see' description, a full stat-block, illustration and full descriptive and ecological notes that supply the GM with all the information he needs to locate and run that monster as an integral part of the campaign world, not just something to fight (although most of them will put up a good fight when it's a brawl you are after!). Who could not delight in the bagiennik, an often peaceful creature with a talent for healing which goes absolutely mad with fury if you interrupt it when it's taking one of its frequent and languorous baths... well, I don't like being disturbed when bathing either!


Even reading some of the entries can send shudders down your spine... like the broodkin, really nasty constructs that are a sort of malignant baby or the beautiful but deadly cavelight moss that delights in devouring passing adventurers. Twisted birds, a host of clockwork creatures, and the carrion-eating death butterfly swarm lie in wait, and the twisted evil of a derro fetal savant is just sick. I think I prefer the ink devil, these prefer chatting, whining, and pleading to any form of combat, being known cowards - and fun to role-play as well.


Twisted, strange, unpredictable, the stuff of the sort of legends you tell around a camp fire late at night... just don't get bitten by a doppelrat! Whether your game is set in Midgard or in your own campaign world, when you want to scare the party as well as provide them with opposition, this is an excellent collection to browse through. To aid in selection, appendices list them by type, CR, terrain and role, while there are also notes on re-skinned monsters (ways to create quick variant critters) and a set of location-based encounter tables if you need a quick random monster. Definitely worth adding to your monster collection - you can never have too many!



Rating:
[5 of 5 Stars!]
Midgard Bestiary for Pathfinder RPG
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Alleys of Zobeck (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/27/2015 11:49:34

This work is a collection of additional enhancements for those using Streets of Zobeck (or indeed the Zobeck Gazetteer) in their campaign. It opens with a short scenario 'Nothing to Declare' which should be run the first time that the party arrives in the Free City of Zobek, an adventure that sets the scene and flavour of the place ready for whatever you have planned for later. It's a neat introduction to a place which runs on favours and reeks of corruption, and provides a lead-in to whichever of the adventures from Streets of Zobeck you intend to run.


This escapade is followed by a selection of rules material, each keyed to one of the Streets of Zobeck adventures but of potential use in their own right whether or not you are going to run the adventure in question. Clerics may appreciate the Lust domain - whichever deity they worship does NOT require celibacy of devotees! There are creatures, templates, the odd encounter... plenty to spice up whatever adventure you are running in Zobeck or, for that matter, any equivalent city. Or perhaps you'd like to introduce Goldscale the kobold and his dire weasel mount...


There are other NPCs too, new feats (including some dirty fighting moves!) and traits, magic and mundane items that might come in handy, and more. There's a rather odd incantation called the Incantation of Memories Lost which quite frankly baffles me. It's not clear what the purpose is, the benefit of casting it. Better are some tables for generation the sort of odds and ends the party may find in the pockets of the next body they find in the gutter. If it's fine dining you are after, the Rampant Roach (a kobold-run resturant) is best avoided, but there's a description and floor-plan for those unwise enough to go in. Ulmar's Rare Books may be worth a visit, and there are adventure ideas both for these places and for some of those mentioned in other Zobeck books. Finally if the party finds the city confusing, they might want to engage the services of another kobold called Blackeye who has a carriage for hire, taxi-style. He makes a good ally - provided you are happy with the army of cousins he recommends and the never-ending chatter about Zobeck and its inhabitants.


Overall, a nice addition to the other two Zobeck books, but of less use if you are not using them.



Rating:
[4 of 5 Stars!]
Alleys of Zobeck (Pathfinder RPG)
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Streets of Zobeck (PFRPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/25/2015 10:23:55

If you like adventures grim and gritty, enjoy the odd heist, and are not too particular as to which side of the law your characters might be on, this collection of adventures set in the Free City of Zobeck may be just up your street. Set in the underbelly of the city, the characters will need to be cunning, tricky, ruthless and smart to survive... but if they do, who knows, they may end up rich!


This is more than a collection of adventures, however. It starts with some beautifully-detailed and colourful characters and fascinating locations for use both in these adventures and ones of your own. Each NPC comes with notes on their motivations and goals, their long-term activities, and on 'schemes and plots' - ideas for how they might be incorporated into or even spawn an adventure here and now. The location entries also have adventure ideas as well as floorplans and notes on the folk that you might find hanging around. Standout here is the Silk Scabbard, a fight club/brothel... the entry even has suggestions for the party taking over and running it. There's also a collection of feats, traits, spells and gear that might come in handy for adventurers in Zobeck or indeed those who enjoy city adventuring in general.


Then we get to the adventures themselves, a full seven of them, catering to characters of levels 1 to 10. Run them as a loose sequence, pick an appropriate one when the party comes to town, mix in your own adventures in Zobeck or the surrounding area, the choice is yours. The characters will be caught up in the dark underbelly of Zobeck from the outset, with memorable encounters with people who may prove a help or a hindrance in the future (assuming they survive the encounter, that is). It's a fascinating exercise in how to embed adventures in the very fabric of the setting, creating an harmonious whole that gives the impression of a city buzzing with life never mind what the party gets up to, yet enabling them to become movers and shakers in their own right if that's what they desire.


Each adventure stands on its own as an exciting series of events, taking the party around the city as they seek to complete a mission or find something out. The first is 'Everyone Lies' by Ben McFarland, which sets the characters to look for a local thief's missing girlfriend. Naturally all is not as it seems and a massive web of deceit underlies this seemingly simple task... oh, and they are not the only people looking for the young lady in question... and this is the adventure for 1st-3rd level characters!


Next is 'Rust' by Richard Pett. This 4th-5th level adventure sees the party asked to deal with a plague of demented animated metallic creatures that prowl by night. Who made them, where, and why? Finding the answers may give clues as to why competing merchants are taking an interest. This is followed by an adventure from Christina Stiles called 'The Fish and the Rose', billed as suitable for 5th-level characters. The title is the name of a painting, coveted by many but one thinks she knows where it is - and is willing to hire the party to acquire it on her behalf... an ideal adventure for those who dream of pulling off an epic heist. Then comes 'The First Lab', written by Mike Franke, which is for 7th-level adventurers and delves into the very origins of the gearforged as they are hired to retrieve a diary stolen from a senior professor at the Arcane Collegium.


Matthew Stinson is author of the next adventure called 'Rebuilding a Good Man' and appropriate for 9th-level characters. Someone has acquired (read: stolen) a gearforged body for rather dubious purposes, but perhaps if it was stolen back it could be put to better use... there's an exercise in morality as well as one for the swordarm here. Next, Mike Franke is back with 'Ripper' for a 10th-level party who rapidly get embroiled in the search for a serial killer whether they are interested or not. Finally, there's 'Flesh Fails' from Christina Stiles. Also for 10th-level characters, well it's billed as 9th-11th actually, it involves dark goings-on at the Arcane Collegium and murky dealings amongst the political elite of the city. Successful characters could even use this adventure, if concluded successfully, as a stepping-stone to political power for themselves.


If the Free City of Zobeck features in your game, this book is well worth a look... and if you don't, reading it will make you want to run a campaign set in and around Zobeck forthwith.



Rating:
[5 of 5 Stars!]
Streets of Zobeck (PFRPG)
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Pirates of the Western Ocean (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/21/2015 07:32:02

Pirates have always had a fascination for role-players, so it's pretty much inevitable that some were going to turn up... The Introduction, however, takes a historical tack, starting with Viking raiders and going on to consider Barbary pirates of the Mediterranean as well as the Caribbean ones most often thought of when considering pirates for a fantasy role-playing game. It also introduces the historical concept of the privateer, a pirate licensed by his own government to wage proxy war on the ships of opposing nations. This provides a wide canvas, a range of suggestions beyond the norm on which to introduce pirates into your game.


We start in Chapter 1: Lords of the Seas with copious details (including full stat blocks) of five notorious pirates encountered in the Western Ocean of the Midgard Campaign Setting. (If your game is set elsewhere, just tweak names and details to fit your needs.) This is followed by Chapter 2: Faces of the Western Ocean, which presents other NPCs who ply the sea lanes of the Western Ocean whom you can use as enemies or allies, chance encounters or just a passing rumour heard in a tavern. Ideas for how to incorporate them into your plots are included as well as standard details of stat block, background, combat information and portraits. One stand-out is Czakthorash, a green dragon who was the runt of his litter and devised a cunning plan: outclassed by his siblings in regular dragon methods of amassing a hoard, he's established himself as a 'cargo-cult' deity providing trinkets to primitive islanders in return for adulation... and plenty gems and gold as well!


Next up is Palau Kelaparan, Home of Mechuiti and the Behtu. This presents an entire island located in a remote corner of the Western Ocean (or someplace suitable in your campaign world), the residence of Mechuiti (who is a demon) and his cohorts as well as the natives: the pygmy Behtu, who have some unpleasant habits. Explore the place if you dare, defeat the inhabitants if you can... This section includes some ideas for ways of getting your party to go there in the first place. Then comes Umbrasca, another island with a long and dark history. Again the geography is outlined, with locations to explore, and notable inhabitants to meet, along with plot suggestions for how to incorporate it into your game.


If neither of these appeal, the next section presents several Lesser Ports of Call which a ship-borne party may care to visit during their travels... and if they are getting too complacent, call upon the inhabitants of the following section Pirate Bands to provide some opposition. These are provided in outline only, you'll have to put in some work before they are ready for a brawl on the high seas.


We then move on to a Bestiary of the Waves, containing cannibal pygmies and rum gremlins, and notes on rules pertaining to being adrift at sea deigned to enable you to generate an encounter with someone cast adrift at short notice. Next is a section on Ships and Cargo, which provides loads of detail such as ship templates to aid in devising the ships your party sails in or encounters... but despite the heading, nothing much about cargo.


This is followed by Mariner Magic and Culture. Here we find some new spells with a nautical flavour... and others, including some rather cunning temporal ones. There are also some magic items and mariner traits, for characters who spend plenty of time afloat.


Finally, there are some Secrets of the Western Ocean... dark secrets for the GM to know and craft plots around ready to ensnare unwary parties and give them the thrill of discovery as they unravel the mysteries. These are based around aboleths and sea titans, who both once held sway in the depths but whose influence has waned, although it has not faded away completely. At the end there's a map of the Western Ocean, a rather disappointing one as it doesn't show any of the places mentioned in the text!


There's plenty to spark the imagination if you want to bring pirates into your game - particularly if they will be attacking your party rather than the characters actually taking to a life of swashing their buckles pirate-style themselves. It could have done with more maps, the single one provided is virtually useless, but there are some good ideas here, although most will need further work before they are ready to be included in your game.



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[4 of 5 Stars!]
Pirates of the Western Ocean (Pathfinder RPG)
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Zobeck Gazetteer (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/20/2015 08:45:06

The Introduction opens with a key question: What is Zobeck? Seems a good place to start, and the text explains how Zobeck is one of the few places in Midgard not to have a feudal overlord since a revolt some 80 years ago kicked out the ruling family... not to mention that it's a trade hub and by all accounts a vibrant and exciting place to live in or visit. If you don't happen to use the Midgard campaign setting, a helpful sidebar explains, it will not take too much adaptation to locate Zobeck in your own game world instead. It's a town with a dark side, a teeming underbelly. It conducts trade primarily by river, and there's a deep, dark forest nearby. Inspiration includes middle Europe, a rich source widely ignored by fantasy game authors.


Chapter 1: A History explains the genesis and growth of this city-state and how its main inhabitants - humans, dwarves, gearforged and kobolds - developed the relationships that they have today. First there were the Fey, who were tricked into a pact that resulted in them becoming the Shadow Fey but gave them so much power that they don't seem to have resisted much. Then kobolds turned up to exploit the wealth they found underground. This annoyed the Shadow Fey who formed an alliance with a human lordling called Stross, who conquered the area and established his own rule... and thus the seeds were laid for what is found today. Interestingly, all the history recounted here is information that any interested character might find out, while it's probably common knowledge to the locals.


Next is Chapter 2: The Free City of Zobeck. This is a survey of the districts that make up the city and the people who live in them. Everyday life, customs, languages, trade... it's all here, vital information for would-be visitors. There are also ideas for adventure scattered throughout, which can be picked up and developed by interested GMs. This chapter ends with notes on the city's neighbours.


Then comes Chapter 3: The Kobold Ghetto which goes into extensive detail about this fascinating district of the city. It may be a tough place to live, but compared to what kobolds have endured in the past it at least provides some security if not much in the way of creature comforts. There's plenty of information and a detailed map to facilitate visits - although non-kobolds do stand out and often get picked upon. Indeed, the ghetto is so alien a place that visitors actually are dazed (as in the condition) for several rounds on entering! There's plenty to see for those willing to brave it, however, and numerous ideas for adventure are provided.


Moving on, Chapter 4: Districts & Locations surveys the most prominent ones, with a 2-page map depicting the entire city and a wealth of notes and details about what is to be found there. There are places to visit, shops to browse in and fascinating individuals to meet... and of course several good taverns to drink (and brawl) in. Scene set, the next chapter - Chapter 5: Gangs, Guilds and Guardians - gets down to explaining the elaborate guild organisations that (at least in their own eyes) control the city as well as the numerous gangs which also lay claim to do so, certainly where the underworld is concerned. You can also find out about the local courtesans, including their habit of getting rival lovers to duel over them. Whilst the city is no longer subject to noble rule, 'society' and courtiers still flourish and those who wish to mix at such rarified levels (or in some way profit from them) will find the details that they need.


This is followed by Chapter 6: Gods, Cults and Relics of Zobeck which sets the religious scene for the city. It's important to know about them even if the party is not particularly religious, as the local deities enjoy meddling and interfering in the lives of mortals. The notes are quite intormative, but those seeking more will find it in the Midgard Campaign Setting. As well as the deities, there are numerous cults and even a group of 'crab diviners' who believe that crabs whisper the truth to them...


Next, Chapter 7: Denizens of Zobeck provides full stat blocks and details of several notable NPCs dwelling in the city, all ready to be woven into your game. Finally, Chapter 8: Magic of Zobeck takes a look at magic as it is practised here. Dominated by the Arcane Collegium, there are some interesting paths of magic and they are explained here: the clockwork school and the Gear domain, along with star and shadow magic which both fall under the school of illumination magic and are held to be unique to the city. For those interested, there are quite a few new spells to study as well as a magic shop to visit and some magical items to keep an eye out for during your stay in the city.


There are a few annoying typos (although you can make out what was intended) and a few references to the Streets of Zobeck supplement: it's probably best to pick up a copy if you want to make best use of this book. Whilst much of the information, especially in the first couple of chapters, covers things that a character might discover through inquiry or research, later material is probably best kept for the GM's eyes only, even where characters born and bred in the city are concerned. Overall, though, it is well-presented and brings a fascinating city to vivid life - the party will remember their visit for a long time to come!



Rating:
[5 of 5 Stars!]
Zobeck Gazetteer (Pathfinder RPG)
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Larger than Life: Giants for Pathfinder Roleplaying Game
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/18/2015 06:56:43

What part do giants play in your game? If you'd like them to be distinctive personalities rather than 'ordinary' humanoids that just happen to be bigger than anyone else, this might be worth a look.


There's no introduction or preamble, it just dives straight in to the first section. The book is made up of sections about the different types of giant - thursir, hill giants, stone giants, frost giants, fire giants, and cloud and storm giants - but each section contains a wealth of information that can be used to make them come alive in your game, with details about their history, social organisation and even religious beliefs as well as their relationships with other races and the things they do that are likely to impact on their neighbours. There are hidden gems throughout - for example, thursir like (and excel at) metalwork and feasting, yet they loathe dwarves (who like and excel at metalwork and feasting) with a vengeance. It's not just jealousy either, there's a historical (legendary, really) reason behind the emnity. It's things like that which make them come to life as a people with their own ideas and motivations rather than a mark on a map and a stat block in your notes.


However, it's not all stories and legends, there are solid game mechanics here as well. Racial feats - treating each different giant type as a separate race (which, biologically speaking, they are) - distinctive items of equipment and even magic are provided, along with fully-developed sample NPCs and ideas for adventure using each giant race.


Of course, the different races come over rather stereotyped. Thursir work wonders in the forge, provided they haven't been overindulging themselves with food and drink. Hill giants are stupid and a bit thuggish. Stone giants, on the other hand, are quite gentle and peaceful... and delight in their children, something many giants find quite difficult. Frost giants like hunting intelligent prey and will travel great distances to find someone worth hunting. Everyone else is regarded as slave material (or lunch). And so on. Whilst this makes it easy to categorise them, if you want to make them into real societies rather than groups of monsters, remember that the generalisations refer to the race as a whole and individuals may buck the trend... and indeed, there are hints and suggestions as to how not all giants of a given race are exactly the same. To go back to the thursir, while they detest dwarves and stomp on them at any opportunity, some female thursir are so enamoured of the freedoms female dwarves enjoy that they seek out magic to shrink them to dwarf size to mingle with them in secret!


Giants by their very nature do not live within mainstream humanoid civilisation, but they do interact with it. Using this book, you will be able to make giant communities come to life, whether your plot calls for the party to visit or encounter them, or for giants for some reason (probably warlike) to come a-visiting. Make them into something far more than large-scale humanoids to fight, giants can be people too! However, this is very much a book for giants as monsters/NPCs, albeit well-developed ones, if youm want to actually play a giant you will need more than is here although it may provide useful background.



Rating:
[4 of 5 Stars!]
Larger than Life: Giants for Pathfinder Roleplaying Game
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Southlands Heroes for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/17/2015 07:44:35

Drawing on their new Southlands Campaign Setting, Kobold Press has launched its Dungeons & Dragons 5e line with a collection of races and backgrounds appropriate for characters who come from the Southlands or similar environments in your own campaign world. In particular, it capitalises on the mechanical differences between player-characters and their antagonists within this system to distil out the essence of particular races, classes and backgrounds to provide fascinating and challenging options for characters that capitalise on the features of the main Southlands environment - burning deserts and deep jungles.


Mechanically sound yet replete with role-playing potential, you can consider playing a gnoll or aasimar or perhaps one of the lizardfolk, or maybe a tosculi (insect creature), werelion or minotaur appeals. Each comes with some descriptive text, illustrations and a selection of traits and abilities to make the character that bit different, a true member of the chosen race. There's an interesting note on the creative use of animal companions and familiars, too, taking them deep into role-playing and away from the somewhat mechanical approach of the core rules that concentrates on fighting ability to the exclusion of much that could bring them to life within the party as a whole.


The second part of the book considers backgrounds, the third element of a character along with race and class. Backgrounds enhance role-playing, giving mechanical advantages to your characters' pasts, and also serve to highlight the flavour of your campaign world. Perhaps you travelled the desert extensively, or maybe you are regarded as the offspring of a deity... or served one as a temple slave. Sweeping and dramatic, these and more are presented with a wealth of ideas to inform the way in which that character behaves and approaches life as well as providing material benefits such as skill and tool proficiences, languages and items of equipment gained during the past in question.


Well presented with evocative illustrations and a skilful mix of game mechanic and inspiring narrative, it's easy to imagine playing any of the options in this book - the difficulty is deciding which one to try out first!



Rating:
[5 of 5 Stars!]
Southlands Heroes for 5th Edition
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Supplement 10: Merchants and Cruisers
Publisher: Mongoose
by Megan R. [Featured Reviewer]
Date Added: 08/10/2015 10:30:20

In the far future, it's reasonable to expect a vast array of ships to be plying the space lanes - just stand beside a busy road and see just how many different vehicles go by! - so this book provides a collection of different ships and ideas for variants to ensure that it's never boring out in the black or at a space port in your Traveller universe.


The Introduction explains how the ships have all been designed using the rules in the core rulebook and in Book 2: High Guard - so they'll be systemically compatible with anything you design or have taken from other books. The rest of the book is divided up into logical groups to make it easier to find what you want just when you need it.


The first section is Small Craft, being anything from fighters and shuttles to specialised ships for boarding actions or even planetary assault. These are followed by sections on Military Craft, Scout Vessels, and Civilian Ships; then more exotic vessels in sections devoted to Aslan, Darrian and Vargr ships. The military craft presented here are the smaller ones like patrol cruisers and support vessels, whilst the scout ones include those used on covert activities as well as more regular Scout missions. Civilian ships in clude not just merchants but passenger liners and even an interstellar casino!


For each ship, you get a short description of its appearance and uses, a full stat-block and a deck plan. These are nice, neat, clear plans - with the added bonus of each one has the legend explaining the symbols beside it. This coupled with most ships covering either one or two pages means that PDF users can print out the relevant pages for ships they want to use without having to refer to the rest of the book. There are occasional sketches of external appearance as well, nice for people who want to know what they can see when they look out of a porthole/use a view screen!


The 'alien' vessels do have a slightly different feel to them: Darrians like personal space, Aslan ships generally have a shrine and so on. The odd typo and some of the deck plans (especially for some reason in the Civilian Ships section) being less than clear about what's where notwithstanding, this is a very useful work for anyone who delights in the variety of ships to be encountered out in the black.



Rating:
[5 of 5 Stars!]
Supplement 10: Merchants and Cruisers
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Tales of the Old Margreve Web Compilation
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/09/2015 10:32:21

Gleanings from the company website, this contains a wealth of snippets to add in to adventures set in the Old Margreve forest and round about. To start with there are 20 beautifully-described NPCs, provided to help you bring the place to life. They aren't intended for combat-fodder, if you do want to involve them in a brawl you'll have to provide your own stat-block... but as part of life's rich tapestry, people living and working in the area who might interact with the party, they're excellent. Watch out for Shadow, a black dog belonging to Tsarin the Dirgist. This hound has an uncanny nose for when someone is about to die, and leads his master to the spot so that he can perform a funeral dirge and eulogy for the just-departed. Some say that Shadow's appearance heralds (or even causes) the death... or is it just that he has impeccable timing?


Next up, 25 'reskinned' creatures, that is, the specifically Margreve versions of monsters from the Pathfinder Bestiary and Bonus Bestiary. These just come with descriptions again, but there's an indication as to which monster from the Bestiary you should reference. It's a neat way to put a twist on the creatures you encounter without much effort, and helps make the locale more distinctive.


Along the same theme, there are 15 reskinned spells, which can be used in different ways as you please. It may be that locals use these distinctive variants of spells that the party is used to, or - and this could cause some surprises - it may be that the spells act this way when cast in the Margreve, be it a native or visiting magic-user that casts them! If you decide they are local variants, others may learn them in the usual way... but may find that once they've left the Margreve they don't work as they need local components. Following on from that, there's a Margreve Bloodline that lets sorcerers tap into the ancient powers of the old forest and even become a part of it. If the Margreve is part of your campaign world, a sorcerer may have it - he doesn't even need to be local as long as he's descended from someone who was.


There's also an incantation, a few fascinating local items, and a selection of traits available to anyone who grew up in the area. It's all added flavour, and well worth picking up if you're using the Margreve. The illustrations are rather good - and evocative - too.



Rating:
[5 of 5 Stars!]
Tales of the Old Margreve Web Compilation
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Southlands Bestiary
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/07/2015 08:10:17

Early explorers of distant and far-off lands often define them by the creatures to be found there, so here is a collection of diverse and fascinating beasts to populate the Southlands and terrorise incautious visitors. These creatures are at home, the party are the interlopers, having to deal with the rigors of the setting as well as the actual monsters themselves. A new land with new monsters provides a challenge to players as well as to their characters as both are venturing someplace new. It's also a way to get over the obstacle of a character knowing more about his surroundings (including the monsters) than his player does!


There's a wealth of opportunity for the GM as well. Treat the monsters not as mere cannon-fodder but as a living, breathing part of the world that they inhabit. The ultimate challenge for the characters may well be to engage in combat with the monsters, but what of learning about them first? Observations can be made, legends learned, and so on, enabling the characters to know something about these new creatures before having to fight them... or such observations can be made after the first stunning shock of a combat encounter as the characters regroup, figure out what attacked them and how they can detect and deal with it in the future.


Even if you don't want to use the Southlands in your game, or the plot does not call for the party to go there right now, the odd creature might have strayed elsewhere. You may have a suitable ecological niche for it where your game is currently set, or it may have strayed - perhaps as an exhibit in a menagerie - far from its natural habitat. There's always scope for new monsters....


The Introduction touches on these concepts and then we're off with an array of monsters presented in alphabetic order. Each comes with all the details we have come to expect: a description, complete stat block, notes on lifestyle, habitat and behaviour and a glorious full-colour illustration. Most entries fill a single page, else they fill two, so users of the PDF will be able to print out the pages that they need without extraneous material. There's almost an hundred of them to feast your eyes upon and build adventures around; and there's a table listing them by CR at the back to help you in setting up encounters appropriate to your characters.


Many of the monsters are uniquely suited to the Southlands, both ecologically and in terms of the overall style of the campaign setting. Perhaps a gentle stroll across the desert will be interrupted as two speckled, wickedly pointed legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a rhino... the evocative description provided for the sand spider. Another beast, the subek, is a humanoid crocodile which retains many of the fighting techniques of the animal that is its inspiration such as the 'death roll' of a crocodile dragging its prey underwater to drown, adapting the technique to a land-based grappling manoeuvere.


The giant white apes reflect legends about super-intelligent gorillas found in the depths of Congo rain forests, twisted to suit the Southlands setting yet evoking the same awe and curiousity. The monsters range from pure animal to sentient, from desert dwellers to jungle inhabitants - whatever your needs there is likely something that will suit. Beautifully presented and well-considered, if you are using the Southlands Campaign Setting or have another area occupying the ecological niche of Africa in your world, these creatures will help to bring it to life.



Rating:
[5 of 5 Stars!]
Southlands Bestiary
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Special Supplement 3: Vehicle Upgrade Manual
Publisher: Mongoose
by Megan R. [Featured Reviewer]
Date Added: 08/04/2015 07:42:53

What with Supplement 5-6: The Vehicle Design Handbook and Special Supplement 1: Biotech Vehicles you might have thought that vehicle design was a done deal... but no, here's some more! This book presents three new types of chassis (the ekranoplan, the rocket plane and the ornithopter) and a wealth of new rules for things like vehicle maintenance and design flaws, not to mention lots of other stuff.


We start off with a section of New Chassis Types. There's a brief description of what an ekranoplan actually is - something like an aircraft but relying on ground effect (I think I need to do more research before I understand this!) - and then a whole bunch of variations and features on the theme for you to choose from. Rocket planes (which are capable of lifting off from a standing start rather than belting down a runway) and ornithopters (which flap like birds) are given similar treatment.


Next is a section on Universal Modifications. These may be applied to any vehicle type when you want that feature or effect, and there's quite a lot of them. Perhaps you want to instal a complete command centre in your vehicle (the sort of facilities you need to coordinate rescues or police/military activity), maybe you want a winch or drone racks... or perhaps you want the entire vehicle to be capable of being air-dropped from something even larger. Just reading through the options gives plenty of ideas. Maybe you need to sweep mines or withstand pressure... or just want a touch of luxury.


Not everything works perfectly, of course, so the next section is Quirks and Flaws. Quirks are flavour - like a nasty smell you cannot trace - while flaws can have an in-game effect resulting from poor design or manufacture of the vehicle. If you forsee a lot of hanger time for your creation (or want to avoid it!) head on over to the next section, Maintenance. This provides rules for keeping vehicles in tip-top condition... and what might happen if you don't!


If you want it big, then the section on Designing Ultra-Heavy Vehicles is for you. The Vehicle Handbook was aimed at smaller vehicles, ones on a more personal scale, rather than really enormous ones... yet sometimes that may be what you need. The suggestion here is to build in sections, using the appropriate rules for making heavy vehicles of the appropriate type, and stick them together. This is followed by a section on Weapons, providing even more options for offenseive armament.


The next section covers Vehicles as Robots and Drones. As I write, driverless cars are just about a technical possibility (they're still working on ethical and legal aspects), so in the far future it is likely that virtually any vehicle can be fitted with a robot brain and made autonomous, or operated by a remote controller as a drone. There's even a possibility of a cyborg vehicle, using a sentient brain as controller - something like Anne McCaffrey's brainships - or an artificial intelligence like Keith Laumer's bolos.


Finally, there's a selection of ready-designed vehicles which demonstrate these rules in action, or which can be used in your game straight off. These just scratch at the surface of course, but they give an indication of what is possible. If you enjoy designing vehicles, you'll want to add this book to your resources... and even if you are not a serious gearhead, it provides lots of ideas about vehicle types and capabilities even if you don't want to go through the complete design process.



Rating:
[4 of 5 Stars!]
Special Supplement 3: Vehicle Upgrade Manual
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Special Supplement 1: Biotech Vehicles
Publisher: Mongoose
by Megan R. [Featured Reviewer]
Date Added: 08/03/2015 07:28:14

This short PDF supplement packs a lot in, providing the wherewithall to create 'biotech' vehicles using the standard vehicle design system presented in earlier supplements (originally Supplement 5: Civilian Vehicles and Supplement 6: Military Vehicles, later revised and published as Supplement 5-6: The Vehicle Handbook). As this system concentrated on the end result of your design, rather than the means of accomplishing it, creating compatible living vehicles is not too difficult.


Science-fiction is full of biotech constructs, living creatures which fulfil roles normally occupied by inanimate objects. If you play the 2300AD setting, the Pentapod race uses living starships and vehicles already, or you may want to recreate something you have read about or seen on screen. Used in conjunction with The Vehicle Handbook, you can now do so.


As the vehicle design system is effects-based, most of the work is done using it, and this book highlights the differences due to your design being a biotech one rather than a standard 'rustbucket'. To start with, they are pricey - double the cost of conventional vehicles. You can make most every type of vehicle but its to be noted that they need a 'structure type' as well as the chassis type in the standard design system. Here, you need to decide if the creature is a vertebrate or an invertebrate (i.e. does it have an internal skeleton?). Invertebrate-based vehicles are a little cheaper but they are a bit more vulnerable to damage - a bit odd, ask a cockroach, one of the most durable creatures around and an invertebrate!


Other differences include metabolic type (endothermic or exothermic) and environmental limitations, as well as range and fuel... your biotech vehicle needs to be fed whether or not it's going anywhere! Depending on what they eat, their performance varies - and if your vehicle is a carnivore you will probably have to hunt for it, whilst a photosynthetic vehicle has unlimited range in daylight although it is comparatively slow-moving and may grind to a halt if driven too far at night!


Most biotech vehicles are fairly stupid but some have limited, animal intelligence and can follow simple directions rather than be guided by someone. The supplement also covers defensive capabilities, sensors and even the ability to self-repair when damaged. As for weapons, you can mount normal ones whilst some biotech vehicles have quite novel ones of their own.


Finally, there's a sample biotech vehicle, an airship, to play with. If the idea appeals, however, you'll soon be rooting through novels and films for inspiration - I'm thinking of John Varley's Titan right now, which presented one of Saturn's moons as a construct filled with strange creatures, often filling the roles we'd use machines to fill... It is an interesting concept, and one which will allow you to create some truly alien vehicles, the sort of thing that reminds players that their characters are in an alternate reality.



Rating:
[4 of 5 Stars!]
Special Supplement 1: Biotech Vehicles
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