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You get so much bang for your buck here, I don't know the exacts but I think there's more than three dozen books and I think over 5000+ pages of materials. Insane that it's all priced at his much. It's all pretty good stuff, even though I don't really care for adventure modules, there's so much player potential stuff here that's crazy. A must buy for anyone at least looking for lots of reference materials for inspiration.
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This supplement is just what my campaign needed!
It brings a couple of things from the 1e Companion into 2e, introduces some cool new arcana, and has some of my favorite names for talents (looking at the Blastermaster)!
Wholeheartedly recommend this for any Fantasy Age game that needs a magic-tech theme!
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I think this is a fantastic Fantasy Age supplement.
I was just so sad to see the title and what it was about because just seeing that confirmed that Green Ronin is never going back to Titansgrave: The Ashes of Valkana.
Then as I was reading they ever have a small paragraph in the book where they mention that Titansgrave is done.
Good book, sad a cool and unique setting will now only continue in our hearts.
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Fantastic addition to the F-AGE rules set
Masters of the Universe meets Thundarr the Barbarian
Highest possible recomendation!
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The map is lovely and the pixel art is a fun choice!
I feel like this encounter isn't quite done, and could use more polishing and detail to flesh it out, but it has the potential to be a very cool encounter.
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Trades of the Expanse Trader/Smuggler expands on the trades routes presented in Sol System, as well as how to find work, and includes two new specialisations, challenge tests, a few new ships, and a few clients to work for/with.
Included are also good optional rules for finding work that can be used as is, and in conjunction with Sol System. The supplement also contains examples of different categories of goods to transport, e.g., security teams, ammunitions, extrasolar flora, raw iron, cheese, and so on. A very good addition when generating/finding jobs.
Challenge and ecounters for finding markets, avoiding inspections and other typical trade/smuggling activities are resolved and included as Challenge Tests. More of these in supplements and adventures would be great!
There are also Churn events for smuggling and trading, as well as Trading and Smuggling Stunts, as we also find variants of in other ToTEs. Excitingly, there are four new ships are inlcuded. From a smaller courier vessels to a large space bazaar. These also include new qualities and special rules. These ships are great alternatives to what can be found in the core book and in Ships of the Expanse.
The two new specialisations included, the Trader and the Smuggler, are cool and is worth checking out. Both are interesting takes on merchant archetypes.
In sum, this is a great supplement for GMs and players that want to focus trading and smuggling in their The Expanse RPG campaign.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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Trades of the Expanse Trader/Smuggler expands on the trades routes presented in Sol System, as well as how to find work, and includes two new specialisations, challenge tests, a few new ships, and a few clients to work.
There are good optional rules for finding work that can be used as is, and in conjunction with Sol System. The supplement also contains examples of different categories of goods to transport, e.g., security teams, ammunitions, extrasolar flora, raw iron, cheese, and so on. A very good addition when generating/finding jobs.
Finding markets, avoiding inspections and other typical trade/smuggling challenges or encounters are resolved and included as Challenge Tests. More of these in supplements and adventures would be great!
There are also Churn events for smuggling and trading, as well as Trading and Smuggling Stunts, as we also find variants of in other ToTEs. Excitingly, there are four new ships are inlcuded. From a smaller courier vessels to a large space bazaar. These also include new qualities and special rules. These ships are great alternatives to what can be found in the core book and in Ships of the Expanse.
The two new specialisations included, the Trader and the Smuggler, are cool and is worth checking out. Both are interesting takes on merchant archetypes.
In sum, it is a great supplement for GMs and players that want to focus trading and smuggling in their The Expanse RPG campaign.
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Lot's of useful information but I am disappointed the technology section that was hinted at in other publications is missing.
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I love fanzines, magazines, and any serialized content I can get for the games I love. So as soon as I saw "Engine: The AGE Roleplaying Game Magazine #1" was out, I grabbed it right away! I love the AGE system and wish I did more with it.
This inaugural issue features content from Joseph Carriker, Stephen Michael DiPesa, Steve Kenson, Jon Leitheusser, Ian Lemke, and Malcolm Sheppard—a who's who of AGE development. And at $6 for 34 pages it is also not a bad deal.
Looking forward to see a lot more of these!
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This is just plain genius. It's pretty crazy to realize just how much of this stuff - be it plots, backgrounds, twists and complications, et.al. - can fit into a handful of Randoms Tables! Thanks!
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Good:
Highly flexible power creation system without excessive complexity.
Many good archetype examples.
Polished core system, well-tuned to the genre.
Power level system mechanically supports game balance.
Resistance-based damage system fits the genre better than HP.
Bad:
Book would benefit from more and better combat examples.
Villain stat blocks are poorly layed out, making them difficult to read.
Overall:
Not perfect, but very very good.
A clear leader for mid-weight superhero systems (lighter than Champions, crunchier than Masks).
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I would like to give you a good mark but my shioment is locked in an UPS warehouse not far from me in FRANCE for now 13 days and it is impossible to contacte them. I have tried to create an account on their site, it didn't work even if they said that I already exist. And it is impossible to contact them by phone, you always have an answering machine. So I guess I throw more than 40€ thru the windows, great. By the way UPS say that they need some information from you to pass the customs, strange since it is in their warehouse in FRANCE.
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Short solo, 53 entries (not including the author's afterword). Can be resolved very quickly.
The author asked for feedback.
Good points: (i) links seem accurate; (ii) variations in play are possible, giving replay value; (iii) decent attempt to build atmosphere, foreshadowing the climactic encounter; (iv) sensible decision to start small.
Possible improvements: (i) some lengthy entries, at times overwritten; (ii) a number of paragraphs have neither choices nor significant elements like combat; (iii) little opportunity for exploration; (iv) the detail of what mysterious liquid the vial in 012 contains is not resolved. Failure results could be significantly shortened e.g. 002 Eaten.
As a first effort, worth four stars.
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Creator Reply: |
Thanks for the feedback! I really appreciate you taking the time to share your thoughts. |
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This Atlas is possibly the best Superhero Genre supplement book I have seen in quite awhile. For years most superhero games like to do cities and smaller regions for background. ATLAS OF EARTH-PRIME brings back the world concept and does so in spades. They dispensed with including info on characters that have already appeared. In it's place is more of a background of how that area is changed due to a super presence and the other heroes in the area. It doesn't bog itself down with numbers and stats instead offering background on people places and things. Some characters do have stats, however here it is the heroes that fill in the gapes. I mean even Gotham is Batman's, but he isn't always around. Filling in this space is where this book shines for me.
Now don't get me wrong there are plenty of heroes added, a prison and various other things stated out. But it feels like everything included is important. This gives their world a lot more heft. You walk away with more a of firm view of what the world is about.
Most people interested in Mutants & Masterminds will probably have been influenced by the Marvel and DC comics history and lines. This definitely places in one supplement a world much like those worlds, but very unique way.
Even if Mutants & Masterminds isn't your bag this makes a great reference on how to add to your own supers game. There is plenty of ideas to strip mine here.
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A clever little set of simple encounters to get you started in an AGE game with plenty of freedom to add you own stories and ideas! What a lovely format!
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