BlackMoria
First Post
'When The Sky Falls' by Bruce Cordell just went on sale. Here is a capsule review based on a quick once over....
Chapter One - The Impact Site. This contains crunchy stuff of direct and indirect effects of a meteorite strike and resultant afterfall. You don't want one of these puppies hitting anywhere near you!
This chapter also covers 'fantasy' meteorites - namely, the Thaumaturgic meteorite and the Engram Ark. Thaumaturgic meteorites have usefully by-products - meteorite iron, starmilk and a new form of magic called Astromancy.
Engram Arks are a form of 'ark' contain engrams (encoded memory personalities) of a now dead people. The Engram Ark brings some new twists and several new creatures.
There is a very brief section on other ideas for meteorite impacts -fallen gods, angels, machines, starships, artifacts and the like.
Chapter Two - Integrating the Event. The chapter is how to integrate the event, including tips for foreshadowing, changes to the natural order, changes to society, changes to the world (a mechanic called the arcanosphere is about how magic could change) and new organizations. There is a more information on the Dark Plea, a concept introduced in the Mindscape products by the same author.
Chapter Three - Prestige Classes.
This chapter has information about the Astrogineer (they study and use Thaumaturgic meteorites);
Engram Adept (they study and explore Engram Arks and use the engrams in a variety of ways);
Lords of Silence (for rogue types - they literally command silence); and
Ruin Priest (chaotic 'bring on the end of the world' priests)
Chapter Four - Feats of the Afterfall. This contains a 12 new feats useful for the various prestige classes above. Most of the feats involve using, creating or controlling Starmilk and Plasma (a new energy type with the properites of Fire and Electricity)
Chapter Five - Spells. Thirty eight new spells. Some very interesting ones as well - such as a number of spells that utilize dreams and nightmares in some fashion (nightmares appears to be the most common attack medium of the Dark Plea). The other spells are specialized attack spells that use plasma or simulate meteorite impacts or are spells that allow one to find and harness the power of meteoric by-products.
Chapter Six - Afterfall Magic Items. This chapter introduces some new weapon and armor abilities, a small collection of various magic items and several artifacts.
Chapter Seven - Monsters. A collection of monsters associated with meteorites. Ark Guardians (nasty protectors of engram arks), creations of the Dark Plea, and an ooze that travels with meteorites and can spread like a cancer if not dealt with in a timely fashion (no....it is not The Blob if this sounds all to familar).
Chapter Eight - I Found It in the Crater. A series of ideas (adventure hooks) complete with basic information. Angel Down (a fallen angel); The Machine (a potential death machine); the seed of a defeated ancient star-spanning demon; a parasitic fungus; and an ancient evil artifact-like object from beyond the stars.
The PDF is 66 pages and is in standard Malhavoc Press format - numerous sidebars, interesting pencil art, colorful margins yet easy on inkcartridges.
Since this is a quick review without going into great detail since I have not read it cover to cover, I give it 4 out of 5. The overall idea is fresh and original and the material appears to be solid. The only downside is most of the material is related to a meteorite event and as such, mining the material (like feats) for inclusion into a campaign without a current or past meteor impact will be harder to do but not impossible.
I already have come up with some ways to incorporate elements into my campaign.
Initial Impression: 4/5 stars
Chapter One - The Impact Site. This contains crunchy stuff of direct and indirect effects of a meteorite strike and resultant afterfall. You don't want one of these puppies hitting anywhere near you!
This chapter also covers 'fantasy' meteorites - namely, the Thaumaturgic meteorite and the Engram Ark. Thaumaturgic meteorites have usefully by-products - meteorite iron, starmilk and a new form of magic called Astromancy.
Engram Arks are a form of 'ark' contain engrams (encoded memory personalities) of a now dead people. The Engram Ark brings some new twists and several new creatures.
There is a very brief section on other ideas for meteorite impacts -fallen gods, angels, machines, starships, artifacts and the like.
Chapter Two - Integrating the Event. The chapter is how to integrate the event, including tips for foreshadowing, changes to the natural order, changes to society, changes to the world (a mechanic called the arcanosphere is about how magic could change) and new organizations. There is a more information on the Dark Plea, a concept introduced in the Mindscape products by the same author.
Chapter Three - Prestige Classes.
This chapter has information about the Astrogineer (they study and use Thaumaturgic meteorites);
Engram Adept (they study and explore Engram Arks and use the engrams in a variety of ways);
Lords of Silence (for rogue types - they literally command silence); and
Ruin Priest (chaotic 'bring on the end of the world' priests)
Chapter Four - Feats of the Afterfall. This contains a 12 new feats useful for the various prestige classes above. Most of the feats involve using, creating or controlling Starmilk and Plasma (a new energy type with the properites of Fire and Electricity)
Chapter Five - Spells. Thirty eight new spells. Some very interesting ones as well - such as a number of spells that utilize dreams and nightmares in some fashion (nightmares appears to be the most common attack medium of the Dark Plea). The other spells are specialized attack spells that use plasma or simulate meteorite impacts or are spells that allow one to find and harness the power of meteoric by-products.
Chapter Six - Afterfall Magic Items. This chapter introduces some new weapon and armor abilities, a small collection of various magic items and several artifacts.
Chapter Seven - Monsters. A collection of monsters associated with meteorites. Ark Guardians (nasty protectors of engram arks), creations of the Dark Plea, and an ooze that travels with meteorites and can spread like a cancer if not dealt with in a timely fashion (no....it is not The Blob if this sounds all to familar).
Chapter Eight - I Found It in the Crater. A series of ideas (adventure hooks) complete with basic information. Angel Down (a fallen angel); The Machine (a potential death machine); the seed of a defeated ancient star-spanning demon; a parasitic fungus; and an ancient evil artifact-like object from beyond the stars.
The PDF is 66 pages and is in standard Malhavoc Press format - numerous sidebars, interesting pencil art, colorful margins yet easy on inkcartridges.
Since this is a quick review without going into great detail since I have not read it cover to cover, I give it 4 out of 5. The overall idea is fresh and original and the material appears to be solid. The only downside is most of the material is related to a meteorite event and as such, mining the material (like feats) for inclusion into a campaign without a current or past meteor impact will be harder to do but not impossible.
I already have come up with some ways to incorporate elements into my campaign.
Initial Impression: 4/5 stars
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