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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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HERO System Equipment Guide
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<blockquote data-quote="Sketchpad" data-source="post: 2495054" data-attributes="member: 9168"><p><strong>Hero System Equipment Guide</strong></p><p></p><p>Hero System Equipment Guide</p><p>Review by Sketchpad</p><p></p><p>First off, this isn’t a d20 book. Rather it’s sourcebook for Hero Games’ appropriately named Hero System 5th Edition. Unlike many of their other books, the Hero System Equipment Guide covers and reprints equipment rules from their genre books like Dark Champions or Fantasy Hero. Initially one may think “Hey, I have those already, why should I buy this?” Honestly, I’ve found the book invaluable as a catalog to hand my players when they need equipment, as well as a quick one-stop reference for equipment. It also proves to be a good resource for those that do not have the other books or to people that is looking for conversion ideas. </p><p>Within chapter one, the reader gets a healthy listing of fantasy gear from the excellent Fantasy Hero. Included within are normal weapons, armor and several notes on the builds of several of the weapons included. As an added bonus, notes on building weapons have also been included here, an invaluable tool for anyone planning on making their own weapons.</p><p>Chapter two takes on the weapons of martial arts as presented in Ninja Hero and The Ultimate Martial Artist (which is one of the most useful Hero books made). Need a Katana? Check out the weapon table on page 40. How about a cestus? Page 42. Like the fantasy chapter, this chapter has an extensive list of weapons and break-downs on their builds. Also included in this chapter is an overview on the armor of a martial artist, briefly covering a few builds like samurai armor and including new disadvantages to use in their builds. </p><p>From swords and axes to gunpoint, chapter three brings the reader to the modern age and offers an arsenal of weapons to choose from. Covering everything from pistols to the effects of a nuclear bomb, this chapter presents a ton of information for anyone playing a modern game. Included within this chapter are rules for various types of ammo, various firearms (ranging from pistols to heavy automatic weapons), explosives, modern melee weapons, chemical weapons (both lethal and non-lethal), poisons and weapons of mass destruction (or as the book coins it, WMDs). Along with weapon stats and builds, this chapter concentrates its essays on ammunition types, WMDs and poisons, detailing their effects on a character (or characters). </p><p>Chapter four continues in the modern era, but discusses the gear rather than weaponry. It’s within this chapter that someone would find information on modern armor, spy equipment and even items like a vigilante’s utility belt. Joining the builds on the various items are a price list and essays on obtaining gear and sensory equipment. Though it’s the smallest chapter in the book, it’s invaluable to a modern-era GM. </p><p>Finally, in chapter five, science fiction takes center stage. Covering everything from laser pistols to cyberspace to biotechnology, this chapter has a wealth of data on gear in a science fiction setting. With several builds and essays on almost every category listed, chapter five is by far the most useable section in the book, especially if you’re running sci-fi (in any flavor).</p><p>Overall, the book is very useful. It presents several builds and contains enough info to help any GM with their campaign. This, combined with the token Hero index and simple design, makes the book easy to reference. If there had to be a down not on the book, it could possibly be some of the layout in chapter three, as it almost looks as if it were built in a MS Word table rather than a good layout program. The interior art is fairly solid and is in-line with the genres, though much of it is recycled from previous books. I would easily recommend this book to anyone needing a good catalog of equipment or that’s interested in building their own gear for their character.</p></blockquote><p></p>
[QUOTE="Sketchpad, post: 2495054, member: 9168"] [b]Hero System Equipment Guide[/b] Hero System Equipment Guide Review by Sketchpad First off, this isn’t a d20 book. Rather it’s sourcebook for Hero Games’ appropriately named Hero System 5th Edition. Unlike many of their other books, the Hero System Equipment Guide covers and reprints equipment rules from their genre books like Dark Champions or Fantasy Hero. Initially one may think “Hey, I have those already, why should I buy this?” Honestly, I’ve found the book invaluable as a catalog to hand my players when they need equipment, as well as a quick one-stop reference for equipment. It also proves to be a good resource for those that do not have the other books or to people that is looking for conversion ideas. Within chapter one, the reader gets a healthy listing of fantasy gear from the excellent Fantasy Hero. Included within are normal weapons, armor and several notes on the builds of several of the weapons included. As an added bonus, notes on building weapons have also been included here, an invaluable tool for anyone planning on making their own weapons. Chapter two takes on the weapons of martial arts as presented in Ninja Hero and The Ultimate Martial Artist (which is one of the most useful Hero books made). Need a Katana? Check out the weapon table on page 40. How about a cestus? Page 42. Like the fantasy chapter, this chapter has an extensive list of weapons and break-downs on their builds. Also included in this chapter is an overview on the armor of a martial artist, briefly covering a few builds like samurai armor and including new disadvantages to use in their builds. From swords and axes to gunpoint, chapter three brings the reader to the modern age and offers an arsenal of weapons to choose from. Covering everything from pistols to the effects of a nuclear bomb, this chapter presents a ton of information for anyone playing a modern game. Included within this chapter are rules for various types of ammo, various firearms (ranging from pistols to heavy automatic weapons), explosives, modern melee weapons, chemical weapons (both lethal and non-lethal), poisons and weapons of mass destruction (or as the book coins it, WMDs). Along with weapon stats and builds, this chapter concentrates its essays on ammunition types, WMDs and poisons, detailing their effects on a character (or characters). Chapter four continues in the modern era, but discusses the gear rather than weaponry. It’s within this chapter that someone would find information on modern armor, spy equipment and even items like a vigilante’s utility belt. Joining the builds on the various items are a price list and essays on obtaining gear and sensory equipment. Though it’s the smallest chapter in the book, it’s invaluable to a modern-era GM. Finally, in chapter five, science fiction takes center stage. Covering everything from laser pistols to cyberspace to biotechnology, this chapter has a wealth of data on gear in a science fiction setting. With several builds and essays on almost every category listed, chapter five is by far the most useable section in the book, especially if you’re running sci-fi (in any flavor). Overall, the book is very useful. It presents several builds and contains enough info to help any GM with their campaign. This, combined with the token Hero index and simple design, makes the book easy to reference. If there had to be a down not on the book, it could possibly be some of the layout in chapter three, as it almost looks as if it were built in a MS Word table rather than a good layout program. The interior art is fairly solid and is in-line with the genres, though much of it is recycled from previous books. I would easily recommend this book to anyone needing a good catalog of equipment or that’s interested in building their own gear for their character. [/QUOTE]
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