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The Algernon Files
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<blockquote data-quote="Psion" data-source="post: 2011460" data-attributes="member: 172"><p><strong>The Algernon Files</strong></p><p></p><p><em>The Algernon Files</em> is a sourcebook of super-powered heroes and villains by BlackWyrm games, utilizing the <em>M&M Superlink</em> license and the <em>Mutants & Mastermind</em> system. The book is written by Aaron Sullivan, Dave Mattingly, Leigh Brandon, and Ryan Wolf.</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>The Algernon Files</em> is a 128 page hardcover book priced at $24.95.</p><p></p><p>The front cover of the book depicts an island sanctuary of one of the groups detailed within, in a crosshairs/heads up-style display. The back details an orb shaped vehicle. The cover art is by Eric Rademaker and Ryan Wolfe.</p><p></p><p>The interior is black and white, featuring art by Derrick Thomas, Brad Parnell, and Eric Rademaker with colors and maps by Ryan Wolfe. The artwork is black and white and of generally high quality. Most of the character illustrations are simple poses with the character only, though there are also group and location pictures. The maps are all have grids, but have minimal interior details.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p><em>The Algernon Files</em> is, essentially, the heroes and villains of a homebrew supers world. The supers have a golden age flavor, with strong thematic links, not unlike the way the <em>Champions Universe</em> characters were designed.</p><p></p><p>After a short introductory section, the books major content is split into two major chapters, <em>Allies</em> (heroes) and <em>Enemies</em> (villains). Each of these chapters are further subdivided into groups, plus a section devoted to independents of each type.</p><p></p><p>The heroes and villains use a consistent and easy-to-use format. Along the side closes to the spine are blocks with <em>Mutants & Maserminds</em> game rules. A block along the outside of the page includes "softer" details like physical characteristics (height, weight, etc.), DCs are results for knowledge checks, and a quote from the character. The middle section contains a description and background of the character. In most cases, each character takes up a single page, though some more detailed characters have more, and supporting characters have less.</p><p></p><p>Many of the groups have headquarters and vehicles for them, complete with brief descriptions and maps.</p><p></p><p>The book features 4 hero groups and 4 villain groups. Only one of the hero groups has PLs close enough that they could be used as a PC group unless the GM is unconcerned about the divergence of Pls. This means they are mostly relegated to use as NPCs, which means they will often be just supporting characters. That being the case, despite a generally strong selection of characters, this chapter may be a little underused unless you relish running a lot of "fellow heroes" in your games. In my experience, such instances are usually cameos. But it may spare you the sort of curiosity you feel in other settings when they talk about unstatted "off screen" heroes.</p><p></p><p>Hero groups kick off with <em>The Sentinels</em>, a group with heritage dating back to the WWII era, led by a physically enhanced super scientist <em>Doc Steel</em> and served by the titular <em>Algernon</em>, a supercomputer with an hologramic "butler" presence that does not look unlike <em>Jarvis</em> of the <em>Avengers</em>.</p><p></p><p>Other superhero groups include the avian-themed <em>Aerie</em>, the (US) patriotically-themed <em>Arsenal</em>, and the secret brotherhood style <em>Covenant</em>. Independants include the Egyptian god Horus, much in the same style as god-turned-superhero <em>Thor</em>.</p><p></p><p>The first villain group isn't a group at all. The <em>Heavy Hitters</em> section describes a few of the high-end villains of the setting. <em>Praetorian</em> is a Roman-themed time travelling conqueror with robotic lackeys. <em>Sepulchre</em> is a former member of the covenant, a disenchanted former hero with sorcerous abilities and artifacts, including <em>Typhon's Teeth</em>, magical armor that gives him bone-tentacles that make for a certain creepy <em>Doc Oc</em> or <em>Spawn</em>-like look. And the <em>Serpent Queen</em> is a foe of Horus, a divine avatar with a snakelike kaiju form. Other villain groups include the high priced mercenaries and mutual protection society <em>The Black Knights</em>; the female rock-band themed <em>Hell's Belles</em> (okay, award a bonus point for a cute play on words); the Promethians, a group composed of the genetic scientist Dr. Prometheus and some of his creations; and media-titled <em>Sinister Circle</em>. Finally, the book provides a good ration of independent villains.</p><p></p><p>Finally, a brief appendix details new feats (such as <em>mastermind</em>, which increases a villains headquarters or vehicle PL allowence), powers (<em>nauseate</em>), extras (for <em>dimension travel, telekinesis, telepathy,</em> and <em>teleprtation</em>), and a rule to incread the frequency of knockbacks.</p><p></p><p><strong>Conclusions</strong></p><p></p><p><em>The Algernon Files</em> is a nicely illustrated and conceived set of characters. The characters are general enough that they can be added easily to most settings, such as Green Ronin's <em>Meta-4</em> or <em>Freedom City</em> settings. Mechanically, the book is fairly solid. A few values don't add up right and a few treatments don't look right at first glance, but most of these instances are easily corrected or explained by errata.</p><p></p><p>I was not as enamored with this book as I was Green Ronin's NPC sourcebook <em>Crooks!</em>. Though certainly useful, they don't have the same level of hook-laden writeups that invite you to use them as <em>Crooks!</em> villains do.</p><p></p><p><em>Overall Grade: B+</em></p><p></p><p><em> -Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2011460, member: 172"] [b]The Algernon Files[/b] [i]The Algernon Files[/i] is a sourcebook of super-powered heroes and villains by BlackWyrm games, utilizing the [i]M&M Superlink[/i] license and the [i]Mutants & Mastermind[/i] system. The book is written by Aaron Sullivan, Dave Mattingly, Leigh Brandon, and Ryan Wolf. [b]A First Look[/b] [i]The Algernon Files[/i] is a 128 page hardcover book priced at $24.95. The front cover of the book depicts an island sanctuary of one of the groups detailed within, in a crosshairs/heads up-style display. The back details an orb shaped vehicle. The cover art is by Eric Rademaker and Ryan Wolfe. The interior is black and white, featuring art by Derrick Thomas, Brad Parnell, and Eric Rademaker with colors and maps by Ryan Wolfe. The artwork is black and white and of generally high quality. Most of the character illustrations are simple poses with the character only, though there are also group and location pictures. The maps are all have grids, but have minimal interior details. [b]A Deeper Look[/b] [i]The Algernon Files[/i] is, essentially, the heroes and villains of a homebrew supers world. The supers have a golden age flavor, with strong thematic links, not unlike the way the [i]Champions Universe[/i] characters were designed. After a short introductory section, the books major content is split into two major chapters, [i]Allies[/i] (heroes) and [i]Enemies[/i] (villains). Each of these chapters are further subdivided into groups, plus a section devoted to independents of each type. The heroes and villains use a consistent and easy-to-use format. Along the side closes to the spine are blocks with [i]Mutants & Maserminds[/i] game rules. A block along the outside of the page includes "softer" details like physical characteristics (height, weight, etc.), DCs are results for knowledge checks, and a quote from the character. The middle section contains a description and background of the character. In most cases, each character takes up a single page, though some more detailed characters have more, and supporting characters have less. Many of the groups have headquarters and vehicles for them, complete with brief descriptions and maps. The book features 4 hero groups and 4 villain groups. Only one of the hero groups has PLs close enough that they could be used as a PC group unless the GM is unconcerned about the divergence of Pls. This means they are mostly relegated to use as NPCs, which means they will often be just supporting characters. That being the case, despite a generally strong selection of characters, this chapter may be a little underused unless you relish running a lot of "fellow heroes" in your games. In my experience, such instances are usually cameos. But it may spare you the sort of curiosity you feel in other settings when they talk about unstatted "off screen" heroes. Hero groups kick off with [i]The Sentinels[/i], a group with heritage dating back to the WWII era, led by a physically enhanced super scientist [i]Doc Steel[/i] and served by the titular [i]Algernon[/i], a supercomputer with an hologramic "butler" presence that does not look unlike [i]Jarvis[/i] of the [i]Avengers[/i]. Other superhero groups include the avian-themed [i]Aerie[/i], the (US) patriotically-themed [i]Arsenal[/i], and the secret brotherhood style [i]Covenant[/i]. Independants include the Egyptian god Horus, much in the same style as god-turned-superhero [i]Thor[/i]. The first villain group isn't a group at all. The [i]Heavy Hitters[/i] section describes a few of the high-end villains of the setting. [i]Praetorian[/i] is a Roman-themed time travelling conqueror with robotic lackeys. [i]Sepulchre[/i] is a former member of the covenant, a disenchanted former hero with sorcerous abilities and artifacts, including [i]Typhon's Teeth[/i], magical armor that gives him bone-tentacles that make for a certain creepy [i]Doc Oc[/i] or [i]Spawn[/i]-like look. And the [i]Serpent Queen[/i] is a foe of Horus, a divine avatar with a snakelike kaiju form. Other villain groups include the high priced mercenaries and mutual protection society [i]The Black Knights[/i]; the female rock-band themed [i]Hell's Belles[/i] (okay, award a bonus point for a cute play on words); the Promethians, a group composed of the genetic scientist Dr. Prometheus and some of his creations; and media-titled [i]Sinister Circle[/i]. Finally, the book provides a good ration of independent villains. Finally, a brief appendix details new feats (such as [i]mastermind[/i], which increases a villains headquarters or vehicle PL allowence), powers ([i]nauseate[/i]), extras (for [i]dimension travel, telekinesis, telepathy,[/i] and [i]teleprtation[/i]), and a rule to incread the frequency of knockbacks. [b]Conclusions[/b] [i]The Algernon Files[/i] is a nicely illustrated and conceived set of characters. The characters are general enough that they can be added easily to most settings, such as Green Ronin's [i]Meta-4[/i] or [i]Freedom City[/i] settings. Mechanically, the book is fairly solid. A few values don't add up right and a few treatments don't look right at first glance, but most of these instances are easily corrected or explained by errata. I was not as enamored with this book as I was Green Ronin's NPC sourcebook [i]Crooks![/i]. Though certainly useful, they don't have the same level of hook-laden writeups that invite you to use them as [i]Crooks![/i] villains do. [i]Overall Grade: B+[/i] [i] -Alan D. Kohler[/i] [/QUOTE]
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