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Download wasn't a PDF, it was several HDC files which Seem to require hero designer to open.
Rating: [1 of 5 Stars!] |
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Download wasn't a PDF, it was several HDC files which Seem to require hero designer to open.
Rating: [1 of 5 Stars!] |
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A well put together source book detailing more of the inner working of hollow earth with some much desired dino stats and really good adventure ideas/additional world info.
There were a couple major downsides, namely the irritating inability to copy/paste any material from the book. Being able to copy/paste dino stats or other pieces into my game master notes is something I really need/expect in a pdf. (Disabling this prompts some potential buyers to simply pirate a copy with the copy/paste ability enabled rather then purchase it legitimately)
The extra included maps in .fcw were a nice addition, but having them be in large maps in .jpg format would have been more convenient (or at least including a .fcw file reader or link to download one)
In short I gave this a 2 star rating due to the inability to copy.paste info form the .pdf and having to hunt across the net for a .fcw file viewer so I can use the included maps. (If copy/paste was enabled and the maps in an easier to view ... [read full review]
Rating: [2 of 5 Stars!] |
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Dinosaurs, Nazis, cavemen. A really good pulp adventure in the hollow earth genre. Complete with maps, history, personalities, and stat blocks for characters. Fairly easy to convert to other games. "Fair" rating reflects a rather dry writing style, but this is a small complaint.
Rating: [3 of 5 Stars!] |
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Not a bad pulp treasure-chase with an easily dispensable supernatural scene right at the end. Action scenes and NPCs could have used more specific description and there are one or two potentially awkward connections.
Rating: [3 of 5 Stars!] |
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Good pulp setting from the detailed-oriented Hero system, easily convertable to other systems which is the reason I got it. If you do not have Space Hero, you may have trouble with some background game system mechanics, but the storyline is good enough to move things along for any setting.
Rating: [4 of 5 Stars!] |
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The Malay Coins is an excellent scenario. It's always difficult to review a scenario without giving away too much of the plot. This on involves a search for the remaining coins in a set, which sends the heroes hopping around Asia until the climax. My group managed to go a little off track, but the scenario has a rather strong plot which enabled me to bring them back into the published material without feeling railroaded. My group doesn't play Hero System, but I was able to easily adapt this scenario to our system of choice. ... [read full review]
Rating: [4 of 5 Stars!] |
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Disappointing in a couple of significant ways, Champions Battlegrounds nonetheless delivers on _most_ of what its ad copy promises, although less completely than one might expect.
It's a well-written purchase, but I'm still not convinced it was actually worth the full $17 US I paid. Its strengths are strong, but its weaknesses are significant.
WHAT'S GOOD ABOUT IT?
Well, it delivers on what it promises -- sorta, kinda
barely. I haven't run Champions at the gaming table in years, mostly because I find the game so preparation-intensive. This is not a criticism of Champions; merely that I can prep two or more rpg adventures for other game systems (super, or non-) in the time it takes me to properly prepare one Champions adventure. I have less free time than I used to, so the Champions system is not my best gaming option right now.
I bought Champions Battlegrounds based on the product description -- all that we have to go by, here on RPGNow, until the customer reviews roll in ... [read full review]
Rating: [3 of 5 Stars!] |
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The Upside:
I picked up the Resource Kit some time ago as a hard copy and have used it to good effect, mostly at Conventions. I also picked up the PDF recently and have discovered a few different uses for it.
First, what the packet is, and what it isn't. The hard copy contains four parts - a forty-eight page booklet, three 22x17 double sided maps, three cardboard miniature pages, and a five panel GMs screen.
The Booklet. A short reference guide to help with character creation and game setup. The booklet contains no rules explanations, only tables and costs of various game elements. The book has four main parts to it.
Character Creation lists the basic character elements, point levels, costs of Characteristics. It also lists the basic elements and costs for all the creation elements. A complete Skills List, Base Movement, Martial Maneuvers, Perks, Talents, Powers, Power Advantages & Limitations, Power Frameworks and Character Disadvantages. Only Power Frameworks get any ki ... [read full review]
Rating: [4 of 5 Stars!] |
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The copy and paste function is disabled, which is a big negative for me since I use it extensively to reorganize material according to my own needs.
Rating: [3 of 5 Stars!] |
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HERO/Champions is my all time favorite system for roleplaying in the superhero genre. I love the fact that you can completely customize your character according to a point system, and it is pretty easy for the GM to keep individuals from getting out of control simply by enforcing the active point limits for powers and keeping a close eye on endurance cost.
I think that the system is best for supers, and I rarely use it for other genres, especially fantasy. That is, unless, you want a really high fantasy with powerful characters. The system also works great for kung fu games, since a lot of those get over the top. (I'm thinking "Kung Fu Hustle" type moves)
The fifth edition was well worth the price, and I plan on picking up the "ultimate" series soon, once I get through re-reading the basic rules. ... [read full review]
Rating: [4 of 5 Stars!] |
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<UNTIL Superpowers Database> by Hero Games is an indispensable power construction resource for the 4th edition of the Hero System. It is 272 pages and retails for $18.99. This is a huge book that makes character creation a lot easier for new players. The product is broken into roughly 43 chapters. The first being an introduction to the book, the last an appendix that deals with the Power skill, and the rest of the book being broken down into by power theme groups.
The types of powers in this product include: acid powers, air and wind powers, animal powers, body control powers, cosmic energy powers, cyberkinesis powers, darkness powers, density alteration powers, dimensional manipulation powers, earth and stone powers, electricity powers, emotion control powers, fire and heat powers, force powers, gravity powers, ice and cold powers, illusion powers, kinetic energy powers, light powers, luck powers, magnetism powers, matter manipulation powers, mental and psionic powers, precog ... [read full review]
Rating: [5 of 5 Stars!] |
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A solid pulp adventure. I've run the Malay Coins three times, and it's never been a let down. Play groups have generally found the nps interested, the plot well sign-posted without being a give-away, and a fun time.
As a note, I'll mention I've never used the Hero System to run this adventure (a testament to it's usefulness, and not a comment on the Hero System).
Recommended for GMs running pulp.
LIKED: Well put together adventure, with a nifty handout puzzle.
DISLIKED: N/A.
QUALITY: Very Good
VALUE: Very Satisfied ... [read full review]
Rating: [5 of 5 Stars!] |
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Excellent Product! I liked the useful information that allows you to create your own fantasy universe or easily model existing ones using th e hero system building blocks with out getting lost in the infinite forest of options available.
It will truly help you structure out all the systems necessary for a great game. Also it?s worth mentioning that if you want to save a lot of work, this is your best bet as there is plenty of ideas to pick from. Just touch up and insert in to campaign.
LIKED: Well structured and conteins canned material as well as seeds to create your own. DETAILED BOOKMARKS!
DISLIKED: It should already come with the Herodesighner packs included when you buy the digital version.
QUALITY: Excellent
VALUE: Satisfied ... [read full review]
Rating: [5 of 5 Stars!] |
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Unless you are well-versed in a former iteration of the HERO system, this book, weighing in at 660+ pages, just rules, no genre materials--JUST HERO SYSTEM RULES--will likely be way too much. If you are new to the system or gaming in general, get the Hero System Sidekick, which is a 120 page book with all the essntials of the system, which may be all the rules you'll ever need. Later, you can graduate to this monster.
The revision fixes errata, refines the rules, and offers a ton more examples of the rules being applied. I wasn't sure it would be worthwhile to get this , since I had the regular 5th Ed., but I have to say unreservedly, yes, get this. You will not find a more flexible, interesting, exciting, and fun rule system, and the best thing about it is: it is TRULY universal, and it TRULY works in all genres. This is all my groups plays now.
LIKED: Massive, covers everything, even rule mechanics you never thought you'd ever need. All the rules, with tons ... [read full review]
Rating: [4 of 5 Stars!] |
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