Download - Mega Miniatures
Download - Mega Miniatures
Download - Mega Miniatures
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!