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2 files are included: 1 Tif file (6698x4984), and 1 JPG file (1607x1196).
The Tif file gives much greater clarity when zoomed in.
The 'key boxes' on the left and bottom left, give information on locations and facilities, and Earth and her colonial possessions.
Quite handy for a sci-fi theme, etc.
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Out of 9 pages, 4 are the map tiles.
Pages 3-6 are the tiles; pages 7-9 are the random dungeon map method instructions.
Page 2 gives a page of information about the tiles.
The tiles themselves are a pale grey, with white 'parts/sections', giving a 'crazy paving' pattern for 5ft tile.
As stated in the discussions, they are a minimalist set, but that souldn't pose a problem.
Other 'parts' from other sets (Crooked Staff Publishing and other publishers) can be used to 'expand' the map the GM has in mind.
I like the 'printer friendly' background (saves on ink). Perhaps a 'layer' option for those that like the 'dark stone' look in the background?
For £0.78p/$1, it's a pretty good minimalist set of tiles to expand others.
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Pages: 27 and a bit pages are the content.
Scavenge the Sands is a post apocalyptic adventure for 3-5 starting adventurers; and can be used for Throwigames SRS system and 5th Ed.
But, this adventure could also be adapted for other post apocalyptic RPGs/themes (Mutant Future, Mutant Epoch to name a few).
There is a table of contents, above which is a shopping plaza map (Monkey Blood Design-cartography).
Artwork (quite good): Cover: Brian Thomas. Interior: Lucas Pandolfelli.
P2 gives a chart/list of wandering foes on a d6 roll.
GMs could expand this list (d8, d10, d12, etc), to include a multitude of foes.
P4 details the map locations, and the Noise Attracts Foes chart (1d6).
Once again, this can be expanded by GMs, similar to the Wandering Foes chart
P9 has a chart of finds in an office building (2d6).
Once again, this chart can be expanded by GMs.
P14 gives a chart of mutant number and location (can be altered by GM).
P17 gives the conclusions, appendix (GM helpful hints).
P18: New foes.
All maps throughout the PDF have numbers related to numbered paragraphs detailing what the players find in each of those areas.
P19 talks about treasure, Earth Credit badge, and experience (XP).
Includes a journal (7 and a bit pages), at the end of the PDF.
Pretty good as a 'prop' to read to the players when they find it.
Cost: £1.18/$1.50.
Worth the cost.
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EA1 (TG6051): 28 pages are the content of this sci-fi setting.
A mixture of distopian, moderate post apocalyptic), some cyberpunk.
No countries or governments, just corporations owning everything.
The setting gives 3 classes of people: corporation employed, unemployed, and self employed (often illegally).
A timeline, money, possessions, challenges, professions are listed.
Plots are also included (p29-30).
Artwork: by Maciej Zagorski (Forge Studios), quite good.
P20-28: Corporations. Quite a list (some tongue in cheek).
Is for the SRS sci-fi variant, but can be adapted for other RPG systems.
Cost: £1.18/$1.50
Worth a look at for the price.
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3 files: JPG, TIF and PDF (all B&W), good detail.
A NASA exploratory ship.
Detailed stats similar to the Philadelphia ship.
Cost: £0.78/$1.00.
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3 files: JPG, TIFF & PDF formats of the Philadelphia Heavy Cruiser.
Good detailed stats for those who like them (Length, width, crew, support staff, marines, displacements, armaments, etc).
Includes a bow view.
B&W picture, which prints well.
Cost £0.78/$1.00
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1 page of colourful counters of various designs (some you might revognise from various shows/films).
For free, you can't beat it.
Very much worth a look.
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At 17 pages, 16 are the conent.
Artwork: the same as other products from NRP (black & white).
Your character has 5 stats (abilities): Might (Str), Mind (Int), Move (Speed), Body (Con), Spirit (a mixture of charisma, wisdom and spiritual strength).
A number of D6's are assigned to each of the above depending on 'Kin' as they call it (species/race), which are Dwarf, Elf, Human, Halfling.
Humans have 4 on each stat. The total of each roll is put on each stat.
Combat:
Melee attack is a Might check (45+Move).
A ranged attack is a Move check (45+Move+size mod).
P12 mentions preparing cards (encounter cards, etc) I expect for each location.
Damage:
The weapon's damage dice, and add the attacker's Might/5.
Subtract the defender's Body/5 and armour.
The result, if positive, is recorded as a wound.
No character sheet. No bestiary = Not good.
2 supplements (advanced adventurers fighter and dwarf), are £1.45/$1.95 each.
The game does appear to be miniatures/map based.
At £4.55 (£1.53)/$5.95 ($2.00), sale in brackets; it's partly ok.
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This PDF is 173 pages (169 are the content).
Artwork is ok, b&w.
Exiled in Eris is Sword, sorcery and blaster fantasy.
P15-24: Your character concept, involves: where you came from, Family background and Profession, and why are you in Eris.
Artifact hunters are the general profession.
Certain weapons and armour are restricted (only available to military and Noble houses).
Exiled in Eris uses a D20 for tasks; other dice are used (d4, d6, d8, d10, d12).
Races: Human, Cyberdroid, Dakazi, Deru, Drudge/Brux. Myrmidon/Orix, Savant/Ix.
Attributes are: Strength, Stamina, Dexterity, Agility, Intellect, Wits, Charisma, Willpower.
There are 16 skills, and 6 restricted skills.
Exiled in Eris does remind me a little of Mekton (first edition)..
At £5.25/$6.95, it's worth a look.
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This PDF is 42 pages, 40 are the content.
Your party guide the scholar to some 'ruins'.
Some encounters, a puzzle, etc. Not too bad.
There are portraits of the NPCs; also Maps (some are quite small, need enlarging).
Artwork is OK.
Like the rulebook, this PDF gives me the 'Mekton' feel', in style, look, etc.
Not bad for $5.00/£3.18.
Worth a look.
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The download includes one grey and one colour emag.
Out of 28 pages, 24 are the contents.
The contents of this first AoS magazine are:
The Hideout: A mini adventure set in a small cave system
Filiki's Axe: A magical axe with random effects.
Cavern Crawler: A new monster.
Arengar's House: An encounter location and NPC.
Oath rules.
NPC name tables: Elf, Human and Dwarf male & female names.
What the guards have to say: Conversations for the PCs to overhear.
The colour magazine includes some rather nice colour maps and art; while the grey emag has black & white art.
Both are good.
At £1.47/$1.99, it's worth the price (and the candle).
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At 48 pages, 43 are the content.
This issue's contents are:
Elvish ancestry (generating Elven forebears for your PC).
Welcome Guests (a scenario).
Calendar and weather details for the Northern Realm.
Beastling descriptions (random charts to describe the troops of The Enemy).
Runes of Power (more magical items).
There are also 4 amps included in a separate folder.
The cover is very nicely done.
At £.14/$2.99, it's worth a look.
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48 pages, 38 are the content.
The 'variety' of different zombies are similar to Survive This!
Demihuman zombies (P20-41): quite good.
ArtworK: from Survive this! But still looks good. Good piece on P4.
P18 (P19 PDF) errors?: 1: Truth is though, they are a lot of zombified children (should that be there are?).
2: It's up to your referee to decide if and when you run across. (Incomplete sentence?).
Should that be 'when you run across them/zombie children?
Nice variant OSR rules for zombie 'apocalypse' setting.
For £0.96 (sale), £1.44; $1.34 (sale), $2.00: worth getting.
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A massive 692 paged (689 are the content). Pages 689-691 are blank note pages.
I found a few typos (don't know if there's anymore):
P268: Damage Condition Track: As character(s) carry their wounds over
P342: until well after you would (have) concocted it
P599: Crypt Skeleton: They (there) are also rumours
Stats/attributes are: Combat Bonus (CB), Brawn Bonus (BB), Agility Bonus (AB), Perception Bonus (PB),
Intelligence Bonus (IB), Willpower Bonus (WB), Fellowship Bonus (FB).
Zweihander is a percentage based RPG.
Artwork: Good. Does remind me of WFRP 1st Ed artwork.
Action Points for combat (3AP per character).
There is a damage coondition track to show the players 'health dondition'.
Healing: Elixir of Benefice: You positively move 3 steps up the damage condition track positively, but suffer 3 corruption.
There's no easy magical healing in this game. Getting wounded is real bad.
Unlike other RPGs, your players are not powerful heroes, but normal townsfolk who have decided to take the risk of adventuring outside the safety of the walls to venture outside into the wilderness to hopefully return richer.
As a WFRP RPG clone, it's good.
If you like a grim/dark RPG, it's worth the purchase (especially since it's on sale at the moment).
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Out of 43 pages, 36 are the content.
Page 5 is worth reading, as it gives you the 'first step into the ideas, etc, the 2 authors used to convert 5th edition (d20), into d100.
P7 and 8 are the contents page, listing order of combat, movement, attacking, damage and healing, traps, conditions, diseases.
Some pages can appear quite 'empty', as they only contain 2-5 lines.
For £0.76/$1.00, it's quite informative as a conversion.
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