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Classes: This book takes the Dungeon Master's Guide's advice and takes the initiative to create variant classes. These range from more specific versions of a class with cool abilities (like the Gladiator and Shaman) to classes that combine existing ones into exciting new classes that are much different than the old ones (like the infiltraitor). These classes are as flexible as the old ones and are fairly well balanced. Also are new prestige classes that cover specific jobs (Mariner, Muse) and a few of the many orginizations on Tellene (Sentinels of Providence, Alliance Merchant).
Feats: Absolutely tons of new feats in this monster. New types of feats like the Enhanced Familiar feats (which give your familiar better abilities like a higher intellegence or the ability to speak) and regional or race-based feats which you can only take at first level help shape your character to exactly what you want and brings the game back to roleplaying.
Religion: This book details the canons of each church. Although these are specifically related to Kalamar gods, they can be adapted to fit any setting. In addition, this book gives ideas on how clerics can advance through the church and very basic game rules like time spent and how to advance to the next level and what you get at each level.
Other rule stuff: The equipment section isn't too terribly exciting but it does give a shot at pushing the edge. Included are (some) new weapons and rules for slaves. The most exciting part is the new alchemical mixtures that will get you thinking of your own and are all interesting in their own way. Their is repeat in the domain section, but not a large amount. The new spells are kinda cool, but what is really nice is the scalable spells. These are kind of like Wheel of Time spells where you choose the level it is cast at.
At the end: The white pages. If you are thinking telephone book when I say that you are on the right tracks. In these are a comprehensive list of all feats and spells (divided up by class) in all official D&D products and where they can be found. These can then be copied to use as a spell sheets. Also back here is a gigantic Place of Origin table. Only useful if you are playing Kalamar but it is non-obtrusive and only takes 7 pages.
To close, this is a great book for all D&D players and DMs alike. If you don't have it yet, I recommend you pick one up.
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This is one of the best roleplaying books I have ever read and certainly among the best for GURPS. If you want to create a pace-based science fiction campaign, this is the book for you whether you play GURPS or not. Everything is in here: spaceship design, alien races, solar systems, planetary governments ... all organised in a take-it-or-leave-it fashion. If something seems to techy to you - leave it out! If you want hard sci-fi with colony ships and no aliens, GURPS can oblige. If you prefer Flash Gordon to Carl Sagan, GURPS has the reactionless thrusters (scientifically divided into slow and fast) primed and ready for take off. If you are desperate for a REAL hard sci-fi setting, then GURPS Traveller maybe a better purchase but if you're itching to create your own strange new worlds, this is the book.
Generic in the best possible sense.
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I highly recommend this book. Please understand that I love to read books on the doctrine of repentance. It is not a difficult read.
Here are a couple of quotes-
'Do you feel God would be dealing unfairly with you if you ever found yourself in hell? If you do you have not repented. I would emphasize that the test of repentance is this, that a man having looked at himself and his own heart and life, says to himself: "I deserve nothing but hell, and if God sends me there I haven't a single complaint to make. I deserve nothing better!" '
"Repentance means that you realize that you are a guilty, vile sinner in the presence of God, that you deserve the wrath and punishment of God, that you are hell-bound. It means that you begin to realize that this thing called sin is in you and that you long to get rid of it and that you turn your back on it in very shape and form. You renounce the world whatever the cost, the world in its mind and outlook as well as its practices, and you deny yourself and take up the cross and go after Christ. Your nearest and dearest and the whole world may call you a fool or say you have religious mania, you may have to suffer financially, but it makes no difference. That is repentance."
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The storyline itself is amazingly addicting. I admit I was a bit leery when buying the first book, but was hooked after the prologue. The characters are complex, but not too much so, and you really begin to find yourself sympathyzing with them as the plot unfolds. You get this intense hatred for "military intelligence" from the start, and that doesn't let up through the three books I've read so far! The authors do a superb job of explaining the relevant parts of history and technological breakthrus leading up to the present situations, cleverly disguised as mission briefs instead of a few paragraphs taken out of the general flow of the tale in order for the author to explain. I liked that. Maintains continuity.
On a down-note, there are a few places where the action seems to jump, such as a patrol heading into a combat situation, then the scene changes, and when we get back to the patrol, they're cleaning their guns and checking for survivors. In most cases, this felt like a cheezy crop-job by the editors in an effort to cut out "needless and redundant violence"...which is one of the better parts of the story! This doesn't happen often, though, so I decided not to lop off the fifth star in the rating.
Overall, an excellent series, well-worth the money and shipping time! The universe in this series is huge and complex, so I can't forsee an end to the series....thankfully! I eagerly await the next installment. END
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I give this book 2 out of 5 stars. Same problems as the first.
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I enjoyed this book, but did not think it was up to the previous in the series. The main problem was that it was disjointed in its plotting and pace. It felt like they had the basic book together and then created a separate plot line (or two) and wedged it in there. It broke up the main story and created a lack of cohesion that was bothersome. Sherman and Cragg have pulled off parallel plots before with great success, so I know they can do it. They just seemed all over the place in this one.
(Minor spoiler alert)This is also the first book where the major campaign was not completed. I'm not adverse to cliffhangers per se, but there wasn't really any true build up and the termination seemed arbitrary.
I still loved the characters and the writing itself is as exciting as usual. I hope these fine authors can get back on a more cohesive track with the next volume.
Also, for the first time, the authors tried to do more than one storyline and it feels kind of weird. One of the storyline brings nothing to the actual story or the 34th FIST Marine. This could explain on why they did not conclude the story since they had already too much.
Overall, it is still a good StarFist book. Different from the previous one but this is what bring the joy in reading :o)
- a lot (I mean a lot) of new feats anybody can use
- several variant core classes like the Gladiator or the Infiltrator that can easily be used in other campaigns
- new prestige classes (like the Golem Master)
- canons (holy books) for Kalamarian faiths. They are written up very generically, so they can easily be used in FR/GH or wherever
- new equipment: poisons, alchemical items etc
- a lot of spells
- how to make rulers more powerful
- gaming rules for clerical hierarchy
The book suffers from some errors, mostly editing and playtesting. The art is sometimes irritating and some 'crunchy' bits have already appeared in other books. I, however have found this book to be of excellent value.