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Anachronistic Adventurers: The Enforcer $4.99
Average Rating:3.8 / 5
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Anachronistic Adventurers: The Enforcer
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Anachronistic Adventurers: The Enforcer
Publisher: Rogue Genius Games
by Frank M. [Verified Purchaser]
Date Added: 08/10/2011 11:27:15
There's not much I can add to the other reviews. The Enforcer allows players to become a modern warrior trapped in a fantasy world, or some variation thereof. I hope SGG continues the series, e.g. a skill-based expert, a gadgeteer, a robot/cyborg, and/or an alien/mutant/psychic with unusual "racial" powers.

Rating:
[4 of 5 Stars!]
Anachronistic Adventurers: The Enforcer
Publisher: Rogue Genius Games
by Megan R. [Featured Reviewer]
Date Added: 06/04/2011 11:50:52
Everyone sometimes wonders how a 'modern' person would get along in the fantasy setting of their choice, here is a character class that lets you find out without all that tedious modification (says she who took a bunch of Dark Conspiracy characters and dropped them into an AD&D 2e world based on the Conan stories!). The 'Enforcer' is defined as that individual who is trained and accustomed to use brute force to impose his will on those around him, whether at behest of the state or a mob boss... SWAT team member, elite soldier, even a mixed martial artist.

Naturally, our Enforcer is assumed to have been raised and trained in the modern world, before he ended up in a fantasy one. To reflect this, an additional two skills can be taken as class skills, and the character gets 3 +Int bonus skills ranks per level. Depending on background, the character may or may not have access to skills like Spellcraft or Use Magical Device. They can also choose an 'archetype' and have access to a range of appropriate talents - being able to duck, to shake off the effects of adverse conditions (dazed or confused and so on) or focus on producing an extreme effort. And should an enforcer reach 20th level he gains the quality of Enforcement, the ability to be so calm in combat that he can take 10 on an attack roll or CMB check - talk about presence of mind!

The Archetypes enable you to customise your Enforcer to suit the background and role that you have in mind. Some - like the Devil Dog - are aimed at a particular type of combatant, perhaps with reference to the historical time period in which he operated, whilst others are more generic. The Knee-Breaker is for those who serve mob bosses as 'muscle' and the Prize Fighter serves to model anyone who fights for his living and others' entertainment, irrespective of what style he uses. It can also be used in the creation of any professional-level athlete or the 'augmented' soldier trained and perhaps modified to the ultimate.

Next, a glance at Anachronistic Equipment. Given the concept of transporting the Enforcer from his modern world to a fantasy one, you will have to account for any weapons or other equipment that he brought with him (especially if your concept includes the ability to commute between the two settings). Even if restocking is not possible, an Enforcer with basic gunsmithing and hand-loading skills will be able to keep a firearm operating in a fantasy setting, even before enlisting the help of wizards and alchemists for more fantastical solutions. There is also a new take on rules for using firearms, designed to reflect the use of MODERN firearms in a fantasy world, rather than the alchemical and primitive ones envisioned in such as Pathfinder's Gunslinger class. This is optional, and it would be perfectly possible to run an Enforcer without them. The two sets of rules can even be run in tandem if you wish to highlight the difference between a modern firearm and the sort developed in the fantasy world itself.

There are also some new Feats designed with the Enforcer in mind, some of which could be useful for any combat-honed characters. Then comes a discussion of Progress Level, which is being introduced to explain what a character from a particular setting is familiar with and is able to use. It cuts both ways, of course, the average fantasy wizard is as inept with a modern TV remote control as a modern person might be with the use of a sunrod. It's not impossible, but the item in question is not something you're used to so you need to be told or shown how to make use of it. To use the system, determine the Progress Level where the character was raised and with which he's most familiar. Whenever that character levels and might take a new weapon proficiency, he can choose to instead take a Progress Level proficiency in the use of everyday items (including weapons) appropriate to the Progress Level in which he is now operating. An interesting and elegant solution, which should go some way to modelling how a character will, over time and with experience, become familiar with the things around him in the new setting in which he finds himself.

This is a well-presented piece, going beyond the mere new class itself to look how to deal with some of the issues that arise with the underlying concept of taking someone out of their own time. All the discussions are presented thoughtfully, so that in understanding how the designer reached his conclusions, you can decide if you want to use them or provides a basis on which, if you're so minded, you can modify them to suit your own needs.

Rating:
[5 of 5 Stars!]
Anachronistic Adventurers: The Enforcer
Publisher: Rogue Genius Games
by Michael M. [Verified Purchaser]
Date Added: 04/28/2011 14:59:42
Great Scott, man!  I am glad I bought the Enforcer.  SGG's design philosophy echoes very closely what I have been saying for years concerning the mass demand that firearms be incredibly lethal in an RPG – everything is lethal! Caveat – I have read through the rules, but my group hasn't played a session using them yet.

19th-century classics like Edgar Rice Burroughs. Jerry Pournelle's “Jannissaries” and Co-Dominium books. Joel Rosenberg's “Once A Hero” books. Bruce Sterling's “Dies The Fire” series. Jurassic Park, Indiana Jones, the old D&D cartoon – even the origins of D&D itself. A modern-day warrior being stuck in a primitive setting is a recurring theme visited by writers and gamers alike.

I've been puttering about with the D20 Modern stuff, looking at what needs updating to keep it as close to a standard Pathfinder game as possible, but I'm a raw novice when it comes to game design.  I had no idea how I was going to deal with guns and CMB/CMD, just that it needed to be there.  SGG showed me how they interact.  Recoil?  Genius!  I used to play GURPS and I am an enthusiastic shooter and former Marine - so I knew recoil *should* be in there and *could* be in there.  How was I going to make it work?  Well, now I know.

Without having actually played using them yet, I think the SGG firearms rules *are* what I have been after. They follow the core Pathfinder combat system. Firearms now have a legitimate range. Their damage doesn't feel excessive. Special rules for firearms are minimal, which means you don't have to relearn how to play your game.

The scope of the book is to provide a way for a modern-day warrior to be handled in a traditional fantasy setting. I believe this intent was thoroughly realized. SGG has provided a solid class with four archetypes that cover modern-day warrior concepts and are designed to interact seamlessly with SGG's other archetype books. Several new combat maneuvers and feats are included for handling firearms combat and the typically unarmored nature of most “gun-fighters.”

“The Enforcer” wraps up with a look at “Progress Levels” - a virtual necessity in a book whose title includes the word “Anachronistic.” While brief (sci-fi levels are definitely beyond the scope of this product), the pages discussing P/Ls give a GM plenty of guidelines with which to work.

“The Enforcer” presents eighteen pages of solid content and artwork that was appropriate and attractive. I felt as though I had a Battletech or WEG Star Wars book in my hands. (that's high praise from me) Examples and designer notes keep you on-track and help you understand how the book is supposed to work and are much appreciated.

I have a couple of hitches about the firearms rules, probably due to a lack of examples. The equipment chart on p11 lists “sight” and “laser sight” under Accessories. Since the chart lists “+ # feet,” I assume they extend the weapon's range increment. (but the note is in the Damage column rather than the Range column?) I know what a laser sight is, but I'm at a loss as to what a “sight” is that extends a weapon's range. My only other concern is I don't really seem to understand the “Unload” maneuver. (note to self – email SGG so they can straighten me out) I'm sure I'm missing something simple.

If you want Pathfinder rules for modern firearms, this book is a very good choice. The rules are, overall, consistent with the Core rules and easy to understand. The special rules are clearly described and explained (other than the above minor issues).

Final word - this product is a (yet another) sterling example of why I am willing to buy a product with the name "Owen K. C. Stephens" listed as a contributor/designer/developer.  :thumbsup: I'm definitely looking forward to the next “Anachronistic Adventurer” release.

Rating:
[4 of 5 Stars!]
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