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<blockquote data-quote="Crothian" data-source="post: 2011285" data-attributes="member: 232"><p>Modern Heroes Martial Avengers</p><p></p><p> D20 Modern is a new take on the d20 system and it has been out for a while. However we have not been seeing a lot of support for the system. Leave it to the people who used d20 modern for a great fantasy setting to also offer support for d20 Modern itself. </p><p></p><p> Martial Avengers is a pdf put out by Malladin’s Gate Press. They have put out some very good pdfs most notable their Darklore Campaign Primer. That is their fantasy setting that uses d20 Modern I mentioned earlier. Martial Avengers is a pdf that comes in a four and half meg zip file and unzips to a 5 meg pdf file. The pdf is well book marked and is mostly black and white. There is only the one version and it has no borders but a few color images. So, printing is not a big problem with this product. </p><p></p><p> Modern Avengers is basically a class book for d20 Modern it takes the Strong and Fast classes and greatly expends on the options presented for them. There are new talent trees, new occupations, new uses for skills, new feats, and new advanced classes designed for these classes. The book also takes advantage of the ease of which characters can multi class in the system. There are talent trees designed for the strong and fast classes that multi classes with the other core classes. The same thing with is done with the advanced classes. It is a good touch that shows creativity and thoroughness. </p><p></p><p> The book starts explaining the theme and doing a chapter by chapter summary. Then it goes into the first chapter on talents. It has new talent trees like Athletes Talent Tree, Bellow Talent Tree (with a talent called Rebel Yell, gotta love that!), Accuracy Talent Tree, and Lightening Reactions Talent Tree. There are fourteen new talent trees presented in here and they cover a lot of new and very interesting areas. There are also new six new occupations presented here all designed more for the fast and strong heroes, but can work with the other core classes as well. I really like the idea of a Bully occupation and the Professional Sports Star. I think these are two that are not as obvious as workable occupations. They do sounds like a fun basis for a character though. </p><p></p><p> Next, we go into the skills. First there are new uses for old skills. They offer new things like using the Hide skill to Blend In and not call attention to oneself and using Move Silently to Move Through Water without disturbing it. These are good and pretty basic. It is the new stuff that gets a bit complicated. There are combat techniques that are skills. They are cross class for everyone except those that take the particular skill as a Talent. Personally, I think using skills for combat this way is a little too complicated for my gaming style. But those people that would prefer more detail in their characters maneuvers and options in combat may find them to his liking. </p><p> </p><p> Feats, we never get to have enough of these little suckers. Thankfully, there are few feats presented here and they all fit nicely. Of the twenty five feats presented here there are some more common ones like Freestyle Climber that improves climbing and jumping checks, and ones like submission hold which allows the non lethal damage of a hold to build over time. The feats are pretty good and offer a few new options for the combat oriented characters.</p><p></p><p> A whole chapter of combat follows. It starts with some new grabbling options and using an active defense system. The grabbling options are many. There are options for the lock, for disarming the opponent, for dropping him, and tripping. The rules look good and should allow grabbling to become very useful fir one that wants a character that uses these maneuvers. </p><p></p><p> Next is the meat of the product. I am not sure if it was intended this way, but the advanced classes seem to be the culmination of ideas in this book. There are fourteen advanced classes and four prestige classes presented here. There are classes like the Athlete, the All American, the Assassin, and others that don’t start with A. One of my favorites is Shotgun Joe. It is your average Joe with a shotgun who faces off with supernatural forces armed with a trusty weapon. </p><p></p><p> Lastly, the book offers a new campaign setting. This is very action adventure oriented setting. It is called the Extreme setting. They do a nice job of looking at the setting and offering adventure hooks and plenty of different antagonists for the setting. It is very fitting for the character options presented in this book. </p><p></p><p> Overall, it is a high quality supplement for d20 Modern. There are some spelling errors and other minor problems that are noticeable but not distracting. The focus on the Fast and Strong classes is very good offers some great options for characters of these types.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2011285, member: 232"] Modern Heroes Martial Avengers D20 Modern is a new take on the d20 system and it has been out for a while. However we have not been seeing a lot of support for the system. Leave it to the people who used d20 modern for a great fantasy setting to also offer support for d20 Modern itself. Martial Avengers is a pdf put out by Malladin’s Gate Press. They have put out some very good pdfs most notable their Darklore Campaign Primer. That is their fantasy setting that uses d20 Modern I mentioned earlier. Martial Avengers is a pdf that comes in a four and half meg zip file and unzips to a 5 meg pdf file. The pdf is well book marked and is mostly black and white. There is only the one version and it has no borders but a few color images. So, printing is not a big problem with this product. Modern Avengers is basically a class book for d20 Modern it takes the Strong and Fast classes and greatly expends on the options presented for them. There are new talent trees, new occupations, new uses for skills, new feats, and new advanced classes designed for these classes. The book also takes advantage of the ease of which characters can multi class in the system. There are talent trees designed for the strong and fast classes that multi classes with the other core classes. The same thing with is done with the advanced classes. It is a good touch that shows creativity and thoroughness. The book starts explaining the theme and doing a chapter by chapter summary. Then it goes into the first chapter on talents. It has new talent trees like Athletes Talent Tree, Bellow Talent Tree (with a talent called Rebel Yell, gotta love that!), Accuracy Talent Tree, and Lightening Reactions Talent Tree. There are fourteen new talent trees presented in here and they cover a lot of new and very interesting areas. There are also new six new occupations presented here all designed more for the fast and strong heroes, but can work with the other core classes as well. I really like the idea of a Bully occupation and the Professional Sports Star. I think these are two that are not as obvious as workable occupations. They do sounds like a fun basis for a character though. Next, we go into the skills. First there are new uses for old skills. They offer new things like using the Hide skill to Blend In and not call attention to oneself and using Move Silently to Move Through Water without disturbing it. These are good and pretty basic. It is the new stuff that gets a bit complicated. There are combat techniques that are skills. They are cross class for everyone except those that take the particular skill as a Talent. Personally, I think using skills for combat this way is a little too complicated for my gaming style. But those people that would prefer more detail in their characters maneuvers and options in combat may find them to his liking. Feats, we never get to have enough of these little suckers. Thankfully, there are few feats presented here and they all fit nicely. Of the twenty five feats presented here there are some more common ones like Freestyle Climber that improves climbing and jumping checks, and ones like submission hold which allows the non lethal damage of a hold to build over time. The feats are pretty good and offer a few new options for the combat oriented characters. A whole chapter of combat follows. It starts with some new grabbling options and using an active defense system. The grabbling options are many. There are options for the lock, for disarming the opponent, for dropping him, and tripping. The rules look good and should allow grabbling to become very useful fir one that wants a character that uses these maneuvers. Next is the meat of the product. I am not sure if it was intended this way, but the advanced classes seem to be the culmination of ideas in this book. There are fourteen advanced classes and four prestige classes presented here. There are classes like the Athlete, the All American, the Assassin, and others that don’t start with A. One of my favorites is Shotgun Joe. It is your average Joe with a shotgun who faces off with supernatural forces armed with a trusty weapon. Lastly, the book offers a new campaign setting. This is very action adventure oriented setting. It is called the Extreme setting. They do a nice job of looking at the setting and offering adventure hooks and plenty of different antagonists for the setting. It is very fitting for the character options presented in this book. Overall, it is a high quality supplement for d20 Modern. There are some spelling errors and other minor problems that are noticeable but not distracting. The focus on the Fast and Strong classes is very good offers some great options for characters of these types. [/QUOTE]
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