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Citizens Divided
Publisher: Aegis Studios
by Rasms H. [Verified Purchaser]
Date Added: 02/09/2018 18:01:04

Beside 4 pages out of 40 being ads, there "only" being 2 differnt armours and 1 weapon, is this a really good suppliment there are worth every penny!



Rating:
[4 of 5 Stars!]
Citizens Divided
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Creator Reply:
Thanks much for your thoughts. In terms of weapons and armors, I really feel that the Savage Worlds Core Rules covers everything you will need for Citizens Divided, with the exception of what is contained herein. Having said that, among my planned supplements will be another tech book with more bioware, cyberware, personal gear, and yes, weapons and armor. I hope you enjoy the selection of bioware, cyberware, power armors and Professional Edges, as well as the setting elements. If there are specific items in any of those categories (or things I have not thought to list) that you would like to see, please let me know in the product discussion, or by email at raymonddidit (at) gmail (dot) com! Thanks! Travis Legge
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Savage Worlds Zombie Squad
Publisher: Applied Vectors
by Rasms H. [Verified Purchaser]
Date Added: 02/08/2018 09:12:00

I had seen the kickstarter for this and was really looking forward to enjoy this setting, already having plans to combine it with another book in my collection for some awesome Suicide Squard like sessions, but as I slowly flipped trough the pages was it really disapointing to see how the writers dosn't really catch what there makes SW so special, them scrapping all of the ordinary character creation for example, and dosn't really understand how finicky and sensitive a system SW is, examples will follow.

Things that I noticed in order.

The medical corp picture on page 18 is way pixalated and should really have been caught in pre-reading.

A lot of different careres get the option to choose a combat edge, but it does not seem like there are any limitations, so you could choose an improved edge or one that you ain't high enough rank to reach. And the Naval Crew get to choose any one edge which is even more broken.

When we come to "Zombie Squard roles", this books way of putting classes into a classless system does it really show how the creators didn't catch how SW works. A freshly generated charcter that takes the first role in the book "The Booster" do they both get +2 on all fighting and shooting rolls (no conditions for said bonus), +2 to parry as well as the Dodge edge and the Charismatic edge and +2 to all Persuasion rolls, on top of some bonuses to stealth as well. Getting +4 on all Persuasive rolls right out of the bag is really broken, one only being able to fail a standard roll on a critical failure, and you do even have a pair of bennies to redo that if it should happen.

I stopped reading closely here, but "+2" was a really common orcurance, and in SW does that mean that you get a 50% bonus on quite a lot of rolls.

I do think that the writers have a nice idea, but the excecution is terrible.



Rating:
[1 of 5 Stars!]
Savage Worlds Zombie Squad
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Mercenary Breed (Savage Worlds) - 2nd Edition
Publisher: Mystical Throne Entertainment
by Rasms H. [Verified Purchaser]
Date Added: 01/03/2018 18:52:49

With it saying that it is a "deluxe", "2nd" and "revised" edition was I rather surprised to see rules for a skill that haven't been in use the last 6 years, here speaking about "Guts", meeting me within the first few pages.

After that surprise was my hopes not that high to be honest, but soon after were I met with a pretty nice random alien generator that used cards instead of dices, lovely Savage Worldy.

Another thing that threw me off quite a bit was the use of credits under Tech Background (Science) since the book seemed to be based on a reputation system for getting gear, and me first realising that credits actually was a part of the setting, although their value is totally up to the GM since no prices in credits are mentioned or exchange rate between credits and real money. I really love the idea of a more scientific weird science character, but the credits really came out of the blue.

I did also spot a few typos here and there, words having random spaces in them and a few other things which one wouldn't think of a revised edition.

All in all had I expected something better, and a few ideas did live up to the expectations.



Rating:
[2 of 5 Stars!]
Mercenary Breed (Savage Worlds) - 2nd Edition
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Creator Reply:
In Savage Worlds, Guts is a setting-dependent skill. The entry on page 21 states that as a standard rule, Guts is not used within Mercenary Breed, but may be useful in a sci-fi horror or gothic sci-fi setting. This is because Mercenary Breed is designed to be a sandbox of potential setting and adventure genres. "Credits" are introduced and discussed in the Character Creation chapter under the "Characteristics" and "Equipment" headings on pages 19 and 20.
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Hot Potato
Publisher: Gun Metal Games
by rasmus h. [Verified Purchaser]
Date Added: 10/01/2014 22:53:50

One of the best things about this adventure is how sandboxy it is, and how it fits into all of the towns in and off world. Want to throw something random and high octane after your group, making their wheels guy shine, then show a Hot Potato after them.



Rating:
[5 of 5 Stars!]
Hot Potato
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The Exchange
Publisher: Gun Metal Games
by rasmus h. [Verified Purchaser]
Date Added: 10/01/2014 22:47:46

Do your players think that they control the world, and no the other way around? Then play "The Exchange" with them and get the laugh of the century as the plot unfolds around them.

While the description says 4-6 hours are there inspiration to at least 12 hours if all things go well.



Rating:
[5 of 5 Stars!]
The Exchange
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The Delivery
Publisher: Gun Metal Games
by rasmus h. [Verified Purchaser]
Date Added: 10/01/2014 22:41:48

One of the best items ever, the "Cyber-restraint" is introduced in this adventure, a gismo that surely are going to inspire many an adventure.

While the plot written in the product only will fill out a single night of session (4-5 hours) are there more than enough material between the lines to plan your whole adventure on. Best 1.50 that I have ever spent on an adventure!



Rating:
[5 of 5 Stars!]
The Delivery
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Real Estate
Publisher: Gun Metal Games
by rasmus h. [Verified Purchaser]
Date Added: 10/01/2014 22:37:28

A perfect scenario to start your cyperpunk adventures out with, and can likewise be used between jobs or simply when the GM thinks that things need a little bit more action, because there are never enough of that in IZ 2.0 (Danger danger! Sarcasm detected!)

One of the few adventures that I really are looking forward to play with my group, knowing that it are going to be just as fun for me to present to them as for them to play it.



Rating:
[5 of 5 Stars!]
Real Estate
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Interface Zero 2.0: Player's Guide
Publisher: Gun Metal Games
by rasmus h. [Verified Purchaser]
Date Added: 09/25/2014 09:46:45

One of the best cyberpunk systems that I have had my hands on to date! Their hacking rules are amazingly easy to understand, and allows you to do a myriad of things without getting too overpowered, while still living up to all the f's in Savage Worlds FFF.

Another really really strong force about this system is the tone of the lore. Normally when you pull up a source book like this (do note that while the world chapters ain´t included in this PDF are there still a lovely introduction to the world) is the tone heavy and dusty, it being like reading up date found from a old history book found in a dusty basement, or more fittingly, like an olden tome from an old crypt. But in Interface Zero do they go with the flow, each and every piece of lore being written like it was taken down from a blog instead of written in a book, really giving the feeling of being drawn into the setting. That a lot of the darker themes are only hinted at and never fully proven is another ace since GMs for once can choose themselves which pieces of lore that they want into their stories.



Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Player's Guide
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