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Arsenal
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<blockquote data-quote="Simon Collins" data-source="post: 2009804" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Arsenal is a compendium of magical firearms, explosives and armour from Perpetrated Press.</p><p></p><p>Arsenal is a 128-page mono softcover book costing $19.95. Though the font used is somewhat larger than normal, margins are standard and there is little wasted space. The sketchy art style has a cartoon/anime feel to it but is pretty good overall, in much the same way as the stylistic front cover showing a kind of heavily armoured samurai type with sword and pistol. Writing style and editing are good.</p><p></p><p>The introduction begins with the basic premise behind Arsenal - that if a standard mediaeval fantasy world progresses technologically, one of the consequences of this advancement would be technomagic - a mix of technology and magic, the most impactful of which would be technomagic weapons. It applies this theory to different campaign setting types - apocalyptic, cyberpunk, modern conspiracy/horror, space opera, time travel, and even mediaeval fantasy, and gives advice on the introduction of technomagic weapons in each scenario. Further advice is given on balance issues raised by the introduction of technomagic weapons, such as gun supremacy, prices, challenge ratings, monster tech, social etiquette (and laws), and skills. </p><p>There follows a discussion related to each core class in relation to the introduction of technomagic into a campaign. A discussion of changes to skills is offered (with a much expanded variant of Intimidate), and new skills (repair, weapon concealment) and over 20 new feats related to technomagic equipment are given. Over 20 new spells are also described in relation to technomagic (including spells that repair or interfere with technomagic items).</p><p></p><p>Two prestige classes are given:</p><p>* Sniper - 10-level PrC focusing on deadly ranged combat from cover.</p><p>* Gunman - 10-level PrC focusing on close-range pistol combat in areas with limited fields of fire such as urban locales.</p><p></p><p>An optional rule for allowing armor to detract from damage rather than the chance to hit is given, to compensate for the high damage levels from technomagic weapons. As well, characters gain a bonus to AC equal to their character level. There is further advice on combat actions in relation to the effects of technomagic weapons, malfunctions, and a short morale system.</p><p></p><p>The next 30 pages are taken up with stat tables and descriptions of various technomagical firearms. Each section runs the gamut from hold-out pistol through rifles to auto cannons for various different magical effects such as disintegration, confusion, incineration, shocking, etc. Each weapon has stats for energy type, save DC, damage, power settings, charges, critical effects, range increment, rate of fire, caster level (usually 10), size, weight, price, and any special information related to the use of the firearm. Some accessories are also decribed such as targeter, tripod, etc.</p><p></p><p>Psionic firearms are an advanced type of dorje that allow users to 'fire' psionic powers at their targets. These are again statted out and described in relation to their different powers and with various types of firearms.</p><p></p><p>The next 20 pages do the same for a varirty of explosives, covering bombs, grenades, rockets, mines, etc. with various magical effects upon detonation - this system really lets you create a holy handgrenade!</p><p></p><p>Of course, with all these technomagical weapons around, a society is going to develop equally powerful protection. The next section covers armour, from non-magical armour such as riot gear and blast armour to magical armour that protects from technomagical assaults or gives additional magical protection such as sanctuary armour, armour of speed, or armour of invisibility to name a few. Some specific armours (sort of minor artifact level) are also given.</p><p></p><p>The book ends with stats for item creation for all these technomagical toys for the boys, and includes information on caster level, mass market price (for a world that has factories), requirements, and home-made price. At the back of the book is an index, list of tables, and a variant character sheet including sections for ammunition for technomagical weapons.</p><p></p><p>Conclusion:</p><p>A very thought-provoking book, which has obviously had some good play-testing as many of the balance issues that occurred to me before I opened the book were addressed inside the pages. This is not particularly recommended for a standard fantasy campaign but would work nicely in conjunction with something like the Dragonstar campaign setting. Its an interesting enough concept to stimulate some to want to create their own settings to actualise the use of technomagical weapons presented in the book and you should be guided by your interest in the concept as a whole as to whether to get it or not.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009804, member: 9860"] This is not a playtest review. Arsenal is a compendium of magical firearms, explosives and armour from Perpetrated Press. Arsenal is a 128-page mono softcover book costing $19.95. Though the font used is somewhat larger than normal, margins are standard and there is little wasted space. The sketchy art style has a cartoon/anime feel to it but is pretty good overall, in much the same way as the stylistic front cover showing a kind of heavily armoured samurai type with sword and pistol. Writing style and editing are good. The introduction begins with the basic premise behind Arsenal - that if a standard mediaeval fantasy world progresses technologically, one of the consequences of this advancement would be technomagic - a mix of technology and magic, the most impactful of which would be technomagic weapons. It applies this theory to different campaign setting types - apocalyptic, cyberpunk, modern conspiracy/horror, space opera, time travel, and even mediaeval fantasy, and gives advice on the introduction of technomagic weapons in each scenario. Further advice is given on balance issues raised by the introduction of technomagic weapons, such as gun supremacy, prices, challenge ratings, monster tech, social etiquette (and laws), and skills. There follows a discussion related to each core class in relation to the introduction of technomagic into a campaign. A discussion of changes to skills is offered (with a much expanded variant of Intimidate), and new skills (repair, weapon concealment) and over 20 new feats related to technomagic equipment are given. Over 20 new spells are also described in relation to technomagic (including spells that repair or interfere with technomagic items). Two prestige classes are given: * Sniper - 10-level PrC focusing on deadly ranged combat from cover. * Gunman - 10-level PrC focusing on close-range pistol combat in areas with limited fields of fire such as urban locales. An optional rule for allowing armor to detract from damage rather than the chance to hit is given, to compensate for the high damage levels from technomagic weapons. As well, characters gain a bonus to AC equal to their character level. There is further advice on combat actions in relation to the effects of technomagic weapons, malfunctions, and a short morale system. The next 30 pages are taken up with stat tables and descriptions of various technomagical firearms. Each section runs the gamut from hold-out pistol through rifles to auto cannons for various different magical effects such as disintegration, confusion, incineration, shocking, etc. Each weapon has stats for energy type, save DC, damage, power settings, charges, critical effects, range increment, rate of fire, caster level (usually 10), size, weight, price, and any special information related to the use of the firearm. Some accessories are also decribed such as targeter, tripod, etc. Psionic firearms are an advanced type of dorje that allow users to 'fire' psionic powers at their targets. These are again statted out and described in relation to their different powers and with various types of firearms. The next 20 pages do the same for a varirty of explosives, covering bombs, grenades, rockets, mines, etc. with various magical effects upon detonation - this system really lets you create a holy handgrenade! Of course, with all these technomagical weapons around, a society is going to develop equally powerful protection. The next section covers armour, from non-magical armour such as riot gear and blast armour to magical armour that protects from technomagical assaults or gives additional magical protection such as sanctuary armour, armour of speed, or armour of invisibility to name a few. Some specific armours (sort of minor artifact level) are also given. The book ends with stats for item creation for all these technomagical toys for the boys, and includes information on caster level, mass market price (for a world that has factories), requirements, and home-made price. At the back of the book is an index, list of tables, and a variant character sheet including sections for ammunition for technomagical weapons. Conclusion: A very thought-provoking book, which has obviously had some good play-testing as many of the balance issues that occurred to me before I opened the book were addressed inside the pages. This is not particularly recommended for a standard fantasy campaign but would work nicely in conjunction with something like the Dragonstar campaign setting. Its an interesting enough concept to stimulate some to want to create their own settings to actualise the use of technomagical weapons presented in the book and you should be guided by your interest in the concept as a whole as to whether to get it or not. [/QUOTE]
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