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Glimpse the Beyond
by Brent N. [Verified Purchaser] Date Added: 03/10/2014 10:47:02

Setting info was thin, rules seem alright. The 3d-rendered cheesecake photos didn't seem to fit the attempted tone & frankly made me embarrassed to be reading it.



Rating:
[2 of 5 Stars!]
Glimpse the Beyond
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Creator Reply:
Brent, Sorry to hear you didn\'t enjoy the art. Hopefully you\'ll find the images included within the supplements to be more to your liking and more in tune with the types of games you would like to run in this world. In terms of the sparse setting material, I kept things as concise as I felt I could manage in Glimpse the Beyond to offer an affordable, easy to learn and navigate core setting book. The setting material is expanded upon heavily in the free Glimpse the Beyond Guidebook as well as the robust (and expanding) catalog of supplements, which I intend provide at the lowest price I can manage. As gamer myself, I know that sometimes coming up with the money to try out a new game or to pick up an expansion can be challenging, so I tried to put together something fun, but reasonable that a new group could get into with little trouble. I hope you check out the Glimpse the Beyond supplements and let us know what you think! Thank you for taking the time to share your experience with the book. Travis Legge
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Magic in the New Age
by Sky C. [Verified Purchaser] Date Added: 03/09/2014 14:46:19

Magic in the New Age from Aegis Studios is an OUTSTANDING module for any gamer that wants to add the mystic world to their campaign!



Rating:
[5 of 5 Stars!]
Magic in the New Age
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Creator Reply:
Thank you so much Sky! Glad to hear you enjoyed it!
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Contagion Second Edition
by anthony u. [Verified Purchaser] Date Added: 02/18/2014 03:10:01

If I were to make a modern d20 rpg, this is pretty much what I would make.



Rating:
[5 of 5 Stars!]
Contagion Second Edition
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Creator Reply:
What better review could one ask for?!? THANK YOU!
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Contagion Second Edition
by David V. [Verified Purchaser] Date Added: 01/26/2014 17:00:55

I was very happy with the 2nd edition of Contagion.

I am going to go over what makes this different. The game clocks in around 600 pages. It is a point buy system without levels.

The book starts with doing point buy based on campaign type street 200 to cosmic 500. Once the point total is decided you go on to buy Callings which are similar to classes. Callings range from martial soldier, slayer, hunter ect to more magical magus/soberer, arcanis/magic user, clergy/cleric ect. Each of the callings have point cost. There are 36 callings. The next is occupations that add benefits like extra skill ranks based on the occupations 30 occupations. These also have point cost. The next thing is race 22 races. Each of these have point cost also based on the power of the race. Some races such as Angels and demons may cost 60, but have allot of extra like immunities and access to some magic through supernatural abilities. There is allot of variety in callings, occupations, and races that can do a variety of things like Supernatural, World of Darkness, and Sleepy Hallow just name few.

Next you buy abilities, skills, and feats. The abilities are strength, agility, stamina, intelligence, awareness, and presence. Although some abilities are slightly different than traditional d20 they are familiar enough. Stamina is similar to con ect. The ability point buy is two per rank=ability score. There is a wide variety of skills to buy 3 per discipline group one point per individual skill. Skill check is d20 plus rank (8=8 ranks) plus ability modifier. This needs to equal or exceed target number. This is how combat works also. There are archery, firearms, hand to hand, thrown, and wrestling these are the combat skills. So roll d20 + appropriate skill rank + stat bonus. Feats tweak your skills such as having the archaic and simple weapon feat allow you to add your hand to hand combat ranks to melee checks.

In the combat section there are several things that are tweaks. defense is Agility + Awareness/2 . Armor adds to defense. The attack roll most equal or exceed defense. Hit points are Stamina+Srength. This does give you a bit more starting hit points, but since there is no level you have to raise either you strength or stamina to raise you hit points. There is no d10 level. This does make things more gritty. There is also bruised -1 to rolls when take hit point damage. Also there is shaken threshold that is based on stamina modifier. once the character drops to the shaken the character suffers an additional minus -2. There is also a massive damage threshold which is your stamina score. Take damage equal or greater than massive damage threshold make fort save DC 15 be reduced to -1 damage. The fort save is strength and stamina modifier. Reflex is the agility and awareness modifiers. The will save is the intelligence and presence modifiers. The death and dying is -1 to -9 one hit point around -10 dead.

There is contagion which is the sum of all of your stats which is energy that fuels magic when used by casters activates certain character abilities and allows things like an extra d10 to rolls and ignore conditions for around.

Magic has affinity which is linked to a stat based on calling magus is stamina and arcanist is intelligence. Magnitude is the strength of the spell. Affinity determines how many spells and the magnitude of the spell that can be cast. There is also psychics who use abilities similar to psionics this works same way as magic.

Overall this was a good game. 5 stars for content. 4 for editing there was some errata issues there is free PDF on the drivethru site. There is also a 80 page free content PDF.

I will also give some props to drivethru they delivered a nice hardback.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks so much for the detailed breakdown and review! I\'m glad to hear you enjoyed the book and hope to hear your thoughts on more of the supplements! Thanks, Travis Legge Aegis Studios
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Big Trouble in Little Haiti
by Scott F. [Verified Purchaser] Date Added: 01/25/2014 16:00:11

A interesting blend of story seeds that will have beginning characters up and running the seedy streets of Little Haiti in no time at all. The seeds are vibrant and full of roleplaying opportunities.



Rating:
[4 of 5 Stars!]
Big Trouble in Little Haiti
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Creator Reply:
Glad to hear that you found it enjoyable! Thank you! Travis Legge, Aegis Studios
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Big Trouble in Little Haiti
by Megan R. [Featured Reviewer] Date Added: 01/13/2014 06:18:46

This introductory adventure for Contagion 2e sends the characters deep into the steamy underbelly of Miami and into conflict with gangsters and practitioners of the dark arts. The area called Little Haiti has been rife with criminal activity, which has recently died down... but are things actually improving for the area's residents?

Several ideas are provided to get the characters involved in an investigation of Little Haiti. Once there, survival may become as important as discovery as several factions with diverse interests are likely to be unwelcoming however good-intentioned the party...

A few individuals and locations are described, but it is up to the GM to decide what is going on, who is where, and how they will react to the characters' involvement. Fine if you like to 'wing it' but most people will be more comfortable having spent some time planning. However a bonus is a nice collection of new feats, spells and spirits (especially those used in vodou).

Overall, a good setup but in need of development before it can be regarded as an 'adventure' - it's a plot seed and a good one. If your intention is to embed your party in a given locality and have them interact with the other factions there, this could be just what you need to give your campaign a start.



Rating:
[4 of 5 Stars!]
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Creator Reply:
Megan, So glad you found Big Trouble in Little Haiti to be satisfactory! With all the Contagion 2e modules, we aim to provide a basic framework to allow GMs and players to explore the Contagion world easily, but through their individual lens. Our hope is that we can provide enough information to drive plots and foster story telling without spoon-feeding details to the GM. I know that is not everyone\'s cup of chowder, but I am glad to hear that you enjoyed it! Thank you, Travis Legge Aegis Studios
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Contagion Second Edition
by Sean P. [Verified Purchaser] Date Added: 01/09/2014 13:40:41

We've played a few sessions of Contagion 2nd Ed now, and we're very much enjoying it. The setting is rich and fun, and character creation is hugely diverse and dynamic. The rules are built on a fairly standard D20 system, so they don't feel unfamiliar, but it's not just a repackaged version of another game and stand quite well on their own. Game play seems to be as balanced as the DM wants it to be, and there's a lot of opportunity to be both player friendly and Lovecraftian as the tone of the story requires. The book itself in frequently injected with bits of lore and short story which are enjoyable. They sometimes get a bit distracting while going through race and calling descriptions, but ultimately I feel like its more helpful to have more than less.

That all sounds pretty good, so why 4 stars instead of 5? My players and I all found the organization within the book to be confusing. It's not uncommon to be attempting to read the rules for something only to be directed to another chapter which may or may not answer your question before directing you back to the chapter you were on to start with. Character Creation especially was difficult to follow at first because the character creation chapter gives brief descriptions of races and callings and the cost to choose them, but you have to go to a different chapter to get the full mechanical information for them. We would sooner have seen the brief descriptions removed or placed in the races and callings chapters. In a physical book I don't think this would be too frustrating to flip back and forth from page to page, but in a PDF it's taking me some time to get the right bookmarks and annotations in place to allow me to follow what I need to follow to make everything work out. This is exacerbated by the table of contents which is designed for the print version of the book. The PDF version is off by about 12 - 15 pages because of the introductory material.

The bottom line is that we really enjoy this game and are very much looking forward to continuing our story. If you do not like games with a fair amount of crunch, you might want to steer clear on this one, and if you're not willing to put the time into jumping around between chapters while you try to puzzle everything out, skip it. If you are willing to put the effort in then you'll find Contagion 2nd Edition to be more than worth the effort.

tl;dr: The setting is excellent and the rules are good, but the book itself could use better organization. We like it.



Rating:
[4 of 5 Stars!]
Contagion Second Edition
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Creator Reply:
Sean, Thanks so much for the excellent review! I\'m sorry to hear about the organization issues. I know how frustrating it is when you\'re in the middle of a scene, you need to look up some information and you have difficulties finding it. It can really grind the game to a halt. We will look into a few ways to mitigate those organizational issues and update the file as soon as we can implement them! Thank you, Travis Legge Aegis Studios
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Sean, I believe you will find the Gold Edition FAR better organized, and much more navigation friendly. Thanks, Travis
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Highway to Hell 2: Return to Flora
by Megan R. [Featured Reviewer] Date Added: 12/06/2013 15:05:41

Bizarre happenings in the rural township of Flora in Northern Illinois attract the party, for whom such events are a beacon marking a Hellgate... this introductory adventure for Contagion 2e should get your players swept up into this alternate present in which portals to other dimensions pop up all over the place and it's up to brave folk like, well, them to deal with them.

The organisation is excellent, with an initial premise and loads of information on people, places and events to empower the game master to build his own story around them, interacting with the characters who can act as free agents exploring and investigating rather than being constrained by a linear plot line.

On the other hand, this isn't something you can pick up and play. You will need to decide what attracts the characters' attention in the first place, what is causing all these wierd events and how the matter can be dealt with... however, just reading through spawns a wealth of possibilities.

Character sheets for main NPCs are provided, but if you like the sound of this adventure but play a different ruleset that handles supernatural occurances, conversion ought not to be too hard.

There are no maps provided... but there IS a Flora, Il and the other places mentioned are there, even if the geography doesn't match the text precisely, so if you do like map-based adventures just hunt up some appropriate ones of the real places to use.

It's an elegant jumping-off point for some adventures that should prove entertaining.



Rating:
[5 of 5 Stars!]
Highway to Hell 2: Return to Flora
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Creator Reply:
Megan, Another well thought out and expressive review! Thank you so much for taking the time to share your thoughts on Highway to Hell 2: Return to Flora! Thank you, Travis Legge Aegis Studios
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Secret Societies
by Megan R. [Featured Reviewer] Date Added: 02/22/2013 12:06:26

'No man is an island...'

Most of us belong to various groups and associations and practioners of Magick - especially in a world that disbelieves in the very existence of their craft! - are no exception, something catered for in the core rules by Affiliation. Little is said there about whom you might be affiliated to or what you gain out of the relationship, so here are five example organisations that Magi might join... if they qualify, if indeed they can even find them!

Use them as presented or as templates for organisations of your own. They are based, albeit loosely in the most part, on societies that have existed, or at least might have done, in the real world, certainly in times when magick is seen as plausible. Each has its own philosphy, and may offer training or other benefits to those who join them. They also, as most organisations do, have their own quirks and traditions, perhaps enemies or at least rivals, as well as resources that may be put at the disposal of the membership.

They are well-thought out, and anyone in search of a magical society or two for a contemporary setting - even if not playing Glimpse the Beyond - could do a lot worse than consider making use of them.



Rating:
[5 of 5 Stars!]
Secret Societies
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Things That Should Not Be
by Megan R. [Featured Reviewer] Date Added: 01/16/2013 06:09:57

If you are a Magus delving into the murkier corners of the supernatural, you expect to find a few odd critters hiding in the shadows longing to send you gibbering back into the light... well, here's a neat little collection all ready for the GM to do his best to meet your expectations.

The really nice thing about this collection is the way in which lots of features are introduced and explained, perfect for those GMs who like coming up with their own monsters (or adapting ones they've read or heard about, or seen on TV) - you can either mix and match these features or, having been shown how they are put together, come up with your own. Apart from fiction, some of the pseudo-documentaries investigating the paranormal can be fertile spawning grounds for ideas: now you have some tools to turn neat concepts into full-blown monsters that 'work' within the rules as well as sound suitably creepy when you describe them to your players.

That aside, the actual creatures have a lot of plot potential too! It is easy to build an entire adventure in your head as you read through, say, the entry for the Court of the Yellow Ribbon Cultist... and startle your players, never mind their characters, when certain key features involving said yellow ribbon are revealed. (No, I won't say what, I know some of MY players read my reviews!).

An interesting resource for any game that dabbles in the supernatural, and particularly useful if Glimps The Beyond is your system of choice, although it ought not to be too hard to adjust game mechanics for your chosen ruleset.



Rating:
[5 of 5 Stars!]
Things That Should Not Be
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Creator Reply:
So glad you enjoyed Things That Should Not Be! Thank you!
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Hell's Henchmen: Chammadi
by Megan R. [Featured Reviewer] Date Added: 12/02/2012 09:36:20

The road to Hell is paved with good intentions, they say, and none more so than the Servants of the Chammadi. Motivated by a desire to save their cherished human beings from their own mortality, the need to suffer death, they rose up against the Throne of Heaven in protest: surely God didn't intend for His own creation to have to die!

A tragic bunch indeed, yet potent foes in the stuggle between good and evil. Once angels of death, serving God on earth, they have retained their powers over death and used them to create undead... not the eternal life that they'd sought for mankind, but a form of immortality nevertheless. God, of course, reacted by giving Clerics the ability to turn or even destroy undead, and so it went on.

So this work is a catalogue of undead creations, forged by the Chammadi, who have concluded that if humans want to worship a God that's out to kill them, well, best they be sent to meet Him forthwith! There's a kind of perverted logic underpinning this, and it extends throughout the varieties of undead catalogued here.

Whether or not you are running Contagion, if you like original undead monsters, you will find them here!



Rating:
[5 of 5 Stars!]
Hell's Henchmen: Chammadi
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Vicious Villains II: Mystical Monsters
by Timothy B. [Featured Reviewer] Date Added: 11/16/2012 16:06:05

Eight villains with stats and backstories ready to go for Mutants & Masterminds 3. These could also be used as NPCs but really they work best as bad guys. There is a magical bent to all of these, so if that is your M&M game, like mine is, then these are good to use.

The art varies from line to cg to color. The crunch is great and the back stories interesting.



Rating:
[4 of 5 Stars!]
Vicious Villains II: Mystical Monsters
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Don't Lose Your Head
by Jeff K. [Verified Purchaser] Date Added: 09/18/2007 16:59:11

I was able to use this adventure seed in a session. There is enough information included to run it as part of any campaign with a few changes.

At first it might be odd to look through an Aegis Studios adventure seed, because they do not map out how you are going to run something from A to Z. Instead, they give you the ideas and allow you to map your own path in getting there.

For me, I love this. I have never really been a big module runner, but modules have always had great ideas I want to borrow. So this the Contagion adventure seeds are a great idea for a great price (and this one is FREE!).

My players loved this adventure seed and I have plans to incorporate a few more into my campaign sessions.



Rating:
[5 of 5 Stars!]
Don't Lose Your Head
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Creator Reply:
Glad you liked Don\'t Lose Your Head, Jeff! We would love to hear your thoughts on the Contagion Second Edition line sometime! Thanks, Travis Legge Aegis Studios
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Virulence
by Jeff K. [Verified Purchaser] Date Added: 09/18/2007 16:54:50

Wow!

Great stuff here to add to an existing campaign setting.

I will go on record as stating I am not a fan of adding the fantasy elements to my modern horror game, but I do enjoy reading the take that Aegis Studios puts on them. So while I do not use them, I do enjoy a good read through them.

The edition of new races, a focus on angels and demons, a few agencies to utilize, new classes, new spells, and new feats make this a must have. I was luckily enough to get a hold of this just before our game started and my players were happy to see it. It really helped flesh out a few of the choices they were struggling with.

I also love the burn system for non-divine magic used by humans. It has made for an interesting character that is a little too smart for their own good, but not wise enough to know it yet. ;-}

Thanls for another great product!



Rating:
[5 of 5 Stars!]
Virulence
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Contagion: Hidden Races
by Jeff K. [Verified Purchaser] Date Added: 09/18/2007 16:50:28

I really enjoy this supplemental source for Contagion. I personally won't be using the Giant or Dwarf options listed because they are a bit too fantasy-oriented for my game, but I like the options they present.

The Immunda was a hit for a few new players coming in to my game and the race fits in very well with the direction our gaming sessions have taken. It also inspired me to create my own race as a counter-balance (Seraphic or Half Angel). I have not been inspired to make homebrewed campaign ideas for more then 10 years. I personally don't equate making homebrew stuff to a lack of resources in a game system, but more to a fountain of ideas sparked by the source material.

The Morlocks are an interesting take on a classic, and not really what I expected at first. I might spring a few on my players at some point to see how they react.

All in all, especially for the price, this was a great resource to add to my Contagion campaign.



Rating:
[4 of 5 Stars!]
Contagion: Hidden Races
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