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Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. File Last Updated:. This title was added to our catalog on January 22, Publisher Average Rating. See All Reviews. See all titles Need help? Common Questions FAQ. Submit Suggestion. Contact us. My Library. Affiliate System. Create Content for your Favorite Games. Dootmaster64 My very first introduction to Savage Worlds was Necessary Evil, so that setting holds some significance for me.
Unfortunately, I never actually ran it as GM, only played it as someone still quite inexperienced with the nuances of SW. Super Powers push the system to it's limits. In some instances, it can break the game not often I did run a very short campaign of Supers, and it requires a degree of attention a bit higher than your run-of-the-mill SW game.
For starters, finding the right threat-balance is important. If you're running a gritty, realistic WWII game, a tank is going to be a miniboss. But in a Supers game, a tank is a speedbump. When a character is strong enough to lift 10 tons and throw it half a block, you need to find new and interresting ways to challenge a Superhero.
This is where tropes come in. A classic superhero trope is "threat to others. MJ gets kidnapped. Innocent civilians are held hostage. The heroes or villians in the case of NE might save the day, but if people die they can be seen as a liability. This is pretty much the underlying idea behind the Marvel's Civil War film. Players in a Supers game are fulfilling a power fantasy, so the threat should come from someplace they have no control over.
Smart money is on a new version being released, but I haven't heard any news on that. You can wait for it if you want, wetting your feet with some "entry-level" settings Last edited by Deskepticon ; , PM. For my tastes, of the Companions: Horror Companion is the least in need of updates--everything runs pretty tightly according to the same rules; what few points of changes there are would likely be able to be tweaked almost on the fly by a GM.
The core of the book is a huge equipment list, so there's little need to change anything, though the change in vehicle rules the elimination of the Lift trait, especially means you may need to consider a few bits and bobs. The natives say three witches in Ograpog were sentenced to death directly by King Amemnus, drowned by the rising tide. With their dying breath, they cursed Caribdus, the land itself, to drown as they were, to drown in fifty fathoms of cold dark sea.
The people of Caribdus are adapting to their wet new world. Crab-like scurillians, massive grael, lonely doreen, mysterious kraken, curel kehana, and the nigh-human masaquani now sail the seas aside the new visitors, humans from the age of piracy, dashing corsairs, bloodthirsty buccaneers, and savage sea dogs drawn from the mists of earth on unfamiliar tides.
Many believe these visitors to be destined to defeat the Sea Hags and save Caribdus from a watery grave, but most seem interested only in joining the plunder of forgotten treasures in a drowning world. This new Explorer's Size edition of the classic and much-loved 50 Fathoms includes the updated text of the original game, plus the 50 Fathoms Companion, all compatible with Savage Worlds Deluxe and beautifully colored by three-time Hugo Award winning artist Cheyenne Wright!
Fifty Fathoms is not a complete game. You'll also need the Savage Worlds core rulebook to play. It takes guts, determination, and the willingness to sacrifice. It takes even more to be a super hero. For with these amazing powers comes the responsibility to stand up to the greatest evils, protect the oppressed, and occasionally, save the world Save the World. East Texas University promises prestigious leadership, connected alumnae, the fantastic Southern climate of Pinebox, Texas Enroll at your own risk.
For advanced credit, read the section on rituals and talismans. Finally, the Adventure Generator and encyclopedia of miscreants is sure to light a creative spark in even the most humorless campus parking enforcement officer. There are generator mechanics for parties and adventures as well as Ritual failure and a little thing we like to call High Strangeness. Can you survive four years of college? East Texas University requires the Savage Worlds core rules to play.
If you are buying this through Lulu, buy the direct sale Colour version instead. King Arthur has returned to a world filled with super-heroes and -villains. This Savage Worlds sourcebook also includes several Knights of the Round Table of old resurrected to fight alongside their king as the Knights of the Pentangle.
Will King Arthur find acceptance in this new world, and will he be able to defeat his enemies of old, Morgan Le Fay and Mordred, who have also returned? Manhattan and Ozymandias-have to test the limits of their convictions and ask themselves where the true lineis between good and evil. If you're looking for a good set of tools to use in your Savage Worlds sci-fi games, don't hesitate in picking this up. Not only are the rules updated to be in line with Deluxe, they are better than the first edition not that the first SF Companion was bad.
The bestiary section brings back the critters from the original SFC and adds a few new entries to boot. The only surprising omission was there was nothing about psionics. However, I can see how there really isn't anything you couldn't already do with the core rules as written for just about any psionic power you can think of. There's also the possibility that one could use the Super Powers Companion to further add some "oomph" to psionics if you really wanted to.
All in all, I really can't recommend this book higher to anyone running a sci-fi game with Savage Worlds. Now, this leaves me with a decision to make. I want to focus my energies on a single set of rules to write my sci-fi setting around.
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