03.01.2013 Views

Download - Mega Miniatures

Download - Mega Miniatures

Download - Mega Miniatures

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

BASICS<br />

Pocket Magica is a $14.95<br />

USD, 240 page softcover<br />

book of magic items<br />

published by Green Ronin.<br />

The last 3 pages are<br />

advertisements. It presents<br />

a complete catalog of magic<br />

items released from the<br />

following publishers:<br />

Wizards of the Coast (SRD<br />

only), Bastion, Fantasy<br />

Flight, Green Ronin, S.K.<br />

Reynolds, Brennan and<br />

Maliszewski, Thunderhead,<br />

Mystic Eye, Peterson, and<br />

Trident. Artwork is nonexistent<br />

if you exclude ads<br />

and the psuedo-celtic border<br />

pattern on each page.<br />

INSIDE<br />

This is an extremely simple book. It begins with an index to prices of all<br />

magic items in the book, the body of the book is magic item descriptions,<br />

and then there are 2 short appendices.<br />

The foremost use of the Pocket Magica is as a reference work. This is<br />

immediately obvious, as it is the closest that we are likely to see to a<br />

complete volume of all magic items in the d20 system. It is necessarily<br />

limited by the profusion of copyrighted settings, and it will, of course,<br />

become increasingly incomplete as time passes.<br />

Each item description is complete, with text description, original<br />

sourcebook, item creation details, and (when necessary) relevant tables for<br />

each item. Artifacts are not detailed (usually being setting specific and non-<br />

Open material), and distinctions between different rarities of magic items is<br />

made chiefly through price.<br />

The book is useful in this sense alone by describing a tremendous range of<br />

wildly different items. Some potions I like include the Three-Part Poison,<br />

and the Strange Brews section, which describes a variety of possible odd<br />

effects reminiscent of the Potion Miscibility Table in the 1 st Ed. DMG.<br />

Its secondary use is for both players and DM’s: a tool for equipping<br />

characters of greater than 1st level with magic items. Before the main body<br />

of text is reached there are several pages of tables, breaking down the<br />

encyclopedia of items into type, then listed by cost from lowest to highest.<br />

This format is simple to use, and facilitates rapid choices. This is the prime<br />

attraction of this book: convenience.<br />

Appendix 1 consists of spells referenced by the magic items of the book.<br />

None of the detailed spells are from the 3E Players Handbook. A single<br />

template is offered in Appendix 2: Iron-souled. Based on the material in<br />

Hammer & Helm, this template is for those special creatures born into<br />

"Iron", and may be applied to most non-extraplanar creature types.<br />

VALUE<br />

The value for something like this is highly subjective. It is a compilation of<br />

previously published material. As such, it could be completely redundant,<br />

and a "waste of money". However, it compiles and organizes material from<br />

more than a dozen sources into a single convenient handbook. As such it is<br />

extremely convenient, and handy for equipping NPC’s and playing groups,<br />

and is a highly comprehensive collection of magic items.<br />

The likeliest scenario I see is one or two copies owned by a playing group,<br />

to usually be used by the DM, and to be used and passed around a group<br />

when making a party of greater than first level.<br />

31<br />

BASICS<br />

Freedom City is the first<br />

full-blown supplement for<br />

the Mutants &<br />

Masterminds super-hero<br />

rpg. It follows the recent<br />

release of the M&M GM<br />

Screen (reviewed in the<br />

next column). Freedom<br />

City is a full color (inside<br />

and out) hardback<br />

publication from the guys<br />

at Green Ronin and Super<br />

Unicorn. It checks in at<br />

192-pages and will set you<br />

back $32.95 USD. It<br />

promises to detail the major<br />

city for the M&M universe<br />

as well as provide several<br />

new heroes, villains, and<br />

more.<br />

INSIDE<br />

As soon as you open up Freedom City for the first time you’ll see that the<br />

guys at Green Ronin / Super Unicorn are serious about putting out the<br />

highest quality material possible. Everything is in color and on slick paper,<br />

very nice. The book is broken up into seven chapters and a rogues gallery<br />

of heroes and villains (that alone takes up almost 100 pages!). Chapter one<br />

(Welcome to Freedom City) gives you some history and also some<br />

additional ways to use it. Throughout the introduction you also get several<br />

timelines that can be used to get players up to speed regarding when things<br />

happened in their new surroundings or could be used to toss them around in<br />

time as part of a time-travel adventure or campaign. In chapter 2<br />

(Overview of Freedom City) you’ll read about the various parts of town<br />

and specific locations to visit along with articles torn from local<br />

newspapers and magazines which ad local flavor and real-ness to Freedom<br />

City. Curiously, there is a restaurant named Champions in Freedom City.<br />

Chapters 3-6 (Government, Public Safety, Life in Freedom City, and The<br />

Underworld) give the GM a huge amount of information to bring the city to<br />

life and build a livable world for their characters. Chapter seven (Beyond<br />

Freedom City) gives you a plethora of material to take your campaign<br />

outside the city limits. Great information on other earthbound locales, like<br />

The Lost World and Atlantis, places beyond earth and even outside our<br />

own dimension is presented in enough detail to use without overshadowing<br />

Freedom City. Even though this is a book about Freedom City I was very<br />

glad to see all of the great heroes and villains for you to ally with or kick in<br />

the teeth. Teams and individuals are presented along with excellent<br />

background information, a quote (excellent soliloquy material), stat blocks,<br />

and villain options for the heroes. Awesome section of the book!<br />

VALUE<br />

Freedom City is a magnificent supplement. It serves as a great resource,<br />

not only for Mutants & Masterminds, but the whole super hero genre also.<br />

I found the characters well thought out and defined and while the city itself<br />

was wonderful but the suburban area could have been built out just a tad<br />

more. Even with that said plenty of time was taken to build it as a living<br />

place to adventure in. The only thing that could further increase my high<br />

recommendation of this product would be the inclusion of a miniadventure.<br />

There are plenty of seeds strewn all over the book, but an actual<br />

8-16 pages devoted to this end would have had me in hog heaven. As it<br />

stands I’m still supremely happy with the book and it could serve in non-<br />

M&M super hero games as a great background and porting it over to d20<br />

Modern could also work fairly easily, but you’d lose the use of the very<br />

cool super hero and villain stuff contained therein. Production values are<br />

among the best I’ve seen in the industry. There are different styles of art in<br />

the book and all of them work great. Everything is crisp and clean and<br />

easy to read and digest. Bottom line, two thumbs way up…would be three<br />

thumbs if I had that many. An excellent book worthy of use in any<br />

‘supers’ game. I absolutely cannot wait to see their next book for Mutants<br />

& Masterminds, Crooks!

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!