I can't much to the superlatives mentioned in the earlier review - this book shows how a system like True20 can be used to its fullest potential. The author takes pains to mention how period films and literature can be integrated into campaigns. A good deal of attention is paid to using adepts and powers when they are necessary (for example, the Scientific Detective has access to things that mimic Holmes' powers of deduction).
There is material to run all sorts of stories, from straight historical pieces to tales of supernatural horror and steampunk odysseys. This includes information about the times as well as character ideas and the mechanics to build them. The only thing that I felt failed to keep in the spirit of True20 was the list of firearms; a good number of them are near-identical statistically, and a generic list is more in keeping with the core game.
[5 of 5 Stars!]