Posted on June 1, 2009 by spikexan
The third installment from Third Eye Games fittingly brings three new demon races to the world of Apocalypse Prevention, Inc. This minor races don’t merit a full book like the recently released Lochs supplement, but still offer some quirky newness to an API game. This trim PDF comes in at eight pages, which consist of one cover sheet, six pages about the creatures, and a one page ad. Let’s see what these three writers offer when only given two pages to play with.
We’ll also see how long a review is on an eight-page PDF.
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Posted on May 29, 2009 by Flames
Always treat others how you like to be treated, or else you will get a sinister Gypsy curse placed upon you. Within 3 days your life turns to hell, and then you go to there.
The movie tells the story of Christine (Lohman), a young loan officer who is struggling to get a promotion at her bank. She faces stiff competition from Stu (Reggie Lee), a conniving trainee who wants the same assistant manager position Christine wants. When the opportunity comes to make a decision that will help her career, she decides to foreclose on Mrs. Ganush’s house. Mrs. Ganush (Lorna Raver) believes Christine has shamed her by refusing to help her keep her home, and stalks Christine to her car. After an over the top fight scene involving car crashes, a fist fight involving office equipment, and a vicious gumming at the hands of Mrs. Ganush (you read that right), she places a curse upon Christine, calling on the Lamia to exact her revenge.
Review by John D. Kennedy
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Posted on May 28, 2009 by Megan
The Introduction begins by discussing the true tools of a warrior: not so much his weapons and armour, but his skills and techniques. The best fighters may even be know for a particular style or manoeuvre that has become a trademark. This book is laid out so as to help you to develop such a character, one tailored to the style you wish him to have. Each of the martial character classes – fighter, ranger, rogue, and warlord – has a chapter dedicated to honing characters of that class, and the book rounds out with a massive listing of new feats which may be used to good effect. While some players may take the opportunity to build a new character from the bottom up using these resources, allowance has also been made for those who wish to revise existing martial characters in the light of what is written here.
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Posted on May 26, 2009 by spikexan
In Jaws, Roy Scheider’s character tells us that “we’re gonna need a bigger boat.” That is
the chief message underlying CthulhuTech. We’ll explore the meaning of this later on. The Cthulhu mythos has seen some amazing variations since it’s conception nearly thirty years ago. The core rules evolved through six editions, not including solid side ventures like Delta Green. One of the hallmarks of these games is the sheer horror that comes when facing something you, well, can’t really beat. Chuck your stick of dynamite, hope you blow it up before you blow your sanity roll, and get the heck out of Dodge. I’ve always felt that these games were the Anti-Dungeons and Dragons based simply on the bleak outlook of the mythos and the mindset of the players.
Review by Todd Cash
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Posted on May 25, 2009 by Flames
Comic anthologies are always tricky business, as you are never sure as to what you are going to get. You might pick up a comic because you love one character and want to read more about them, but be disappointed by the rest. Particularly troublesome is when the anthology features stories that are as widely varied as those found in 2000 AD. There are war stories, crime dramas, and even a space opera tale.
2000 AD, which has been in operation since 1977, has provided a look into alternate futures and new universes for more than 30 years. It still publishes classic characters such as Judge Dredd while occasionally publishing new characters as well. Many famous comic writers have worked for 2000 AD, including Alan Moore, Neil Gaiman, and Grant Morrison.
Review by John D. Kennedy
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Posted on May 22, 2009 by teampreston
This is Book Nine of the Black Library Horus Heresy series, the second novel of the series by Graham McNeill.
Thus far I have read the entire series. The series is overall exceptional; easily the best work but out by Black Library to date. There have been a few small “bumps” along the road. I point to Descent of Angels as the low point of the series as far as catching and holding my attention as well as staying true to the feel of the other books.
My favorites of the series so far are Flight of the Eisenstein by James Swallow and Legion by Dan Abnett. My reasons? The former is a standalone that neatly dove-tails in to the previous novels: the latter is a standalone that really challenged my own personal bias (I’ve always loathed the Alpha Legion).
Review by Jeff Preston
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Posted on May 21, 2009 by alanajoli
When I said that the “War of the Witchblades” arc might be a good place to start reading Witchblade, I was wrong.
It’s a great place to start reading Witchblade.
Now that we’re in the third issue of the arc, things are really starting to come together. The Angelus Force still hasn’t picked a host, but we see that one of the Angelus is really jonesing to be the one who will become the Angelus incarnate. But while this Angelus is the leader of the Angelus warriors — winged creatures that are similar to humans but with supernatural gifts — she’s not what you’d call a role model for the forces of good. She shows no pity, no mercy, and no patience — instead, she seems so arrogant and certain that she is destined to be the host to the Angelus that it’s certain to pass her by for someone more humble.
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Posted on May 20, 2009 by Kenneth Hite
Chicago’s Wildclaw Theatre company takes, as its mission, the restoration of horror to its rightful place on the stage. Its previous productions include theatrical adaptations of Arthur Machen’s “The Great God Pan” and H.P. Lovecraft’s “Dreams in the Witch House,” showing a solid grounding in the classics. Their newest show is the Midwest premiere of Scott T. Barsotti’s The Revenants, a drama of love and zombies.
Without spoilering anything, I can say that the play is a thoroughly successful melding of the relationship drama and the zombie apocalypse; neither component was bolted on after the fact, and each provides vital momentum and plot turns for the other. WildClaw’sWitch House also concerned apocalypse, though interestingly a less personal — and more cataclysmic — one than Lovecraft’s story. It, also, featured a relationship drama, although one cast as a parallel investigation; a despairing Thin Man story wherein Nick and Nora meet only for the catastrophe.
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Posted on May 19, 2009 by Megan
In the world of darkness your character may come equipped with fangs, claws, immense strength or dark sorceries with which to engage in combat, but there will always come that time when the weapons and equipment you carry are going to save your life (or unlife as the case may be). This book purports to provide all the supplies that you might need.
It starts with an evocative description of a gunfight when some cops investigating a murder have a run-in with someone decidedly more than human, demonstrating both the strengths and weaknesses of gunplay in the World of Darkness. Then, the Introduction talks about the roles of equipment and weapons – not as a substitute for your own intelligence and skills, but as an adjunct to them. Wise words for any character venturing out into the World of Darkness, human or not.
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Posted on May 18, 2009 by JLaSala
Why did I read this book? Because (1) I was fortunate enough to acquire an advanced copy, (2) it’s about vampires, and (3) one of the authors is Guillermo. Del Toro! That’s right, the acclaimed and quixotic director of movies like Pan’s Labyrinth, Hellboy 2, The Orphanage…and in a few years the much-anticipated The Hobbit.
Here’s the thing. The Strain is a vampire book, and with that comes certain assumptions; I was initially dismayed by this fact, because while I love vampires I’m not always happy with the way they’re portrayed. In fact, I wish the back cover copy of this book didn’t come right out and mention vampires precisely because it doesn’t feel like a vampire story most of the time and it would have been a nice surprise once I’d realized it. But I wasn’t disappointed. Del Toro and Hogan have changed the rules. This isn’t some lovey-dovey Twilight-like story with brooding, romantic vampires. And it’s nothing like Anne Rice’s Chronicles, either, which feature beautiful immortals with pearlescent skin and eternal youth. No way. I don’t want to give too much away, but the creatures introduced in this book are an inventive mixture of some of the more horrifying aspects of the genre.
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Posted on May 15, 2009 by alanajoli
WARNING: This review contains spoilers. If you’re going to read the story arc, read my review of Witchblade 125 and go pick up the series yourself! If you don’t mind being spoiled, continue on ahead.
Witchblade 126 starts to explain a bunch of the questions that began in Witchblade 125. Why does the Angelus force want to kill Sara? Who is the mysterious guy who seems to be connected to the Darkness, and to Sara? As it turns out, when the Witchblade spit, it had to split along the same axis it was created to balance: darkness and light. Sara in issue 126 reveals just how far toward the Darkness she has fallen, while Dani realizes she has to take the Witchblade away from Sara for balance to be restored (and so that Sara doesn’t destroy herself and everyone she cares about).
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Posted on May 14, 2009 by teampreston
To start, this was my first exposure to the character of Erevis Cale. I took my time in getting to this novel because I generally avoid jumping in to the middle or end of a story, but with much game fiction and some writers you can get away with it. I took a gamble and started in on Shadowrealm last night.
By the end of the night…well, early morning I was finished and I was literally blown away. Put it this way, I have books I and II of the Twilight War on order right now…so I’ll be revisiting Cale, Riven, Magadon etc. again shortly.
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Posted on May 13, 2009 by Flames
Aletheia is a journey into the weird world on the fringe of our own. It is an exploration of the supernatural and the paranormal in the modern world, and while the characters may find this experience holistically terrifying, terror and horror is not built into the system. Characters are designed as individuals, but they are brought together as a team due to their pasts and genealogical connections, regardless of profession or ability. The team has a residence and funds that are intricately connected to the setting, and after the team is assembled, they take off on their investigations of the paranormal and the weird.
Review by Kevin Rohan
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Posted on May 11, 2009 by Matt-M-McElroy
Vampire Zero is the third volume in David Wellington’s vampire hunting series featuring Laura Caxton. I was hooked from 13 Bullets, enjoyed 99 Coffins on and couldn’t wait to get this book started.
Laura Caxton and her partner (one of the survivors from the battle of Gettysburg) are on the hunt for the last two vampires. The previous battle had been costly, but they had somehow managed to dispose of a huge group of vampires before they wiped out the town. Several police and national guard had died during the fight, but the heroic actions of the group had saved the day (night?) and managed to get Caxton a small budget to form a permanent vampire hunting division. It only had enough funding for her and her new partner, but they had access to other officers when they needed them.
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Posted on May 8, 2009 by alanajoli
Coming into the middle of a story is always tough, even in comics. The intro at the beginning of most ongoing series catches readers up – but only if they already have a basic idea of the mythology. The delightful thing about Witchblade #125 is that, even with only half of an idea about what’s going on in the series (I’ve read an earlier volume and caught a Free Comic Book Day promo last year), the art work was so hyper-realistic and intriguing that I was drawn into the characters regardless of the plot.
Since I tend to read novels and comics predominantly for story and character, the art pulling me in so dramatically is a big deal for me. I haven’t seen this style before, and Stjepan Sejic (if he is also the colorist) is doing tremendous work with lighting, making some of his images look almost Final Fantasy realistic.
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Posted on May 7, 2009 by Megan
Whether you choose to play a half-dead as one of the most bizarre characters I can imagine, or feel that they will make horrific opposition for your game, this work details a terrifying fate, that of being neither dead, undead or alive… but trapped somewhere in between, a living mind in an undead body. Will madness ensue?
This fate can befall a member of any race, provided it is sentient. As it’s caused by dying while under the influence of dark and necrotic magics, it is a fate which can be held over characters when they encounter a foe capable of casting such magics.
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Posted on May 6, 2009 by Billzilla
The classic children’s book “Where the Wild Things Are” by Maurice Sendak has been parodied before, but rarely as successfully as in Ken Hite’s Where the Deep Ones Are. Ostensibly a childrens’ book, Deep Ones is a story of a boy who rebels and is banished to his room in punishment, subsequently discovering a hidden world that calls to him enchantingly.
Instead of Max, we now have Bobby, a boy who loves to eat fish. He also wears a frog-like costume with several tentacles dangling from the face, and it’s mentioned more than once in the text that he has a cousin named Larry Marsh. This boy is well on his way to becoming a Deep One himself, which parallels the story of Shadow Over Innsmouth, on which the actual tale of Where the Deep Ones Are is partly based.
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Posted on May 4, 2009 by Monica Valentinelli
Think of a world where an alien virus is released; that virus changes you–inside and out. Maybe you get the Black Queen, so you die. Horribly. Maybe you pull a Joker. Mutated and deformed, you stick to a place called “Jokertown.” If you’re lucky, you pull an Ace. You’re a hero–you’re supposed to be the good guy. But are you?
In this Dabel Brothers Publishing adaptation of George RR Martin‘s best-selling series dubbed “Wild Cards,” there are good guys, bad guys, and everything else in between.
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Posted on May 1, 2009 by spikexan
Once upon a time, my friend David ran a Delta Green game. David was a huge fan of the in-game prop, especially when it came to this particular campaign. If our clues were photographs, we generally had photographs in our paws. If the clue was a recording of some nature, then we also received that. I mention this because White Wolf’s new Collection of Horrors line appears to follow in his beliefs that props are good things. CoH is associated with the Hunter the Vigil line as each entry describes a scene (using the SAS platform) that can either be fitted into an already existing campaign, spark a new campaign, or simply fill up a night’s worth of gaming.
As of this writing there are thirteen PDFs associated with this project (a couple more if you count the introduction module and Horror Recognition Guide).
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Posted on April 30, 2009 by Flames
These are the stakes, then, for the Ghosts of Albion roleplaying game. Players take the role of one of the secret Protectors or one of their cronies and goons. It is also possible to play a class traitor – a ghost or a vampire, for example, which has turned its coat and now seeks to hunt down to extinction other members of the supernatural, presumably for money or the baubles of power and influence. No one comes out of this very well. The premise for the action apparently comes from a BBC television production, which does not appear to have made it to Thailand and about which I knew nothing before receiving this game. Fans of the program will be more able to identify with the protagonist siblings Tamara and William and the various aids and assistants, including the revived Queen Boudicca (or Bodicea as she is for some reason spelt here) and the poet Byron (described, on p.70, thus: “… the archetypal Regency buck. Born with a club foot and weak constitution, Byron inherited his title at age ten.” Obviously some new use of the term ‘archetype’ is in use at Eden Studios. I will have something to say about the language later).
Review by John Walsh
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