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<blockquote data-quote="Psion" data-source="post: 2009964" data-attributes="member: 172"><p><strong>Second World Sourcebook</strong></p><p></p><p>The <em>Second World Sourcebook</em> is a campaign setting and toolbox designed to work with both the <em>d20 Modern</em> rules and <em>d20 System</em> core rules (i.e., <em>Dungeons & Dragons</em>). The intent of the book is to provide ideas and support for a two-world setting, one world much like our own Earth, and a parallel more D&D style fantasy world.</p><p></p><p>The <em>Second World Sourcebook</em> is published by <em>Second World Simulations</em> and written by Steve Palmer Peterson, who wrote the excellent prestige class fighting style resource <em>Masters of Arms</em>.</p><p></p><p><strong>A First Look</strong></p><p></p><p>The <em>Second World Sourcebook</em> is a thick (288-page) perfect-bound softcover book priced at $29.95.</p><p></p><p>The cover of the book has a flat black background. The front cover art, by Jeremy Dale, depicts a dark-skinned raven-haired woman bearing a shotgun stepping through a rippling blue membane of an oval portal.</p><p></p><p>The interior is black-and-white and features artists Jeremy Dale, Craig R. Brasco, Jeff Doten, Dominic Hamer, Avi Katz, Phillip Kearney, and Owen Kuhn. The interior art is pretty sparse, with only a very few illustrations. Most notably lacking are illustrations of some of the new races. The art varies in quality from poor to good.</p><p></p><p>The interior layout is functional but a bit dry. The body text is moderately sized. A rather elaborate font ("Dreamscar") is used for all of the section headers; the font is interesting, but a bit too odd to use as frequently as it was and perhaps should have been saved for chapter headers.</p><p></p><p>The writing style and organization is a bit distracting. The author frequently introduces new concepts with little or no explanation to the reader, and in some cases this makes it difficult to follow the text. </p><p></p><p>The author uses some odd metaphors to relate some points; in one place he explains his world resistance rule by comparing it to the resistance of a generator. Being an electrical engineer, I understood the analogy, but it would go over the head of most of the readers.</p><p></p><p>The author entrains a lot of game design theory in the text. In some cases, this sort of information is very functional; in the first chapter where variants are presented to adapt d20 core and d20 modern rules, this information provides some important insights useful in when deciding which variants to use. However, in other cases, these discussions wax a little long. For example, the author spends 2/3 of a column explaining why he included the singular new skill in the book (the <em>smithing</em> category of the <em>craft</em> skill) where a few short sentences probably would have been expedient and sufficient.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p>The basic premise of the <em>Second World Sourcebook</em> is that there is a mirror of our own world that exists in another plane. This "Second World" is similar to Earth (or the "First World") geographically, but is very different historically and in fundamental nature. While the composition of matter is defined by the interactions described by the sciences of chemistry and physics in the First World, in the Second World, other primal forces define the universe. Though the worlds are superficially similar, these fundamental differences control what is possible in each world. The First World has better access to science and technology, and the second world is more defined by science.</p><p></p><p>It is possible to pass between the two worlds, but the First World rejects fantastic things. Characters who are part of the Second World - either natives or those who have come to know and accepts its wonders - cannot spend extended lengths of time in the first world. After a few short days at most, the First World forces such characters back into the Second World. Further, this rejection not only applies to a character's physical form, but also to the memories associated with the character. It's like soon, people forget that the character ever was.</p><p></p><p>The Second World, however, is perfectly aware of the first world. In fact, much of the second world religion and ethnic background is drawn from the First World. First World characters that are adopted by the second world also (in very SR-esque style) take on a whole different racial idea.</p><p></p><p>The author recognizes that many people may have their own ideas in mind for the first and second worlds, and on which d20 variants (or combination thereof) that they wish to use. To this end, the book is very open ended, providing a menagerie of options and ideas for the Second World, its relationship with the First World, and mechanics supporting such a game.</p><p></p><p>Much of the adapting material is dedicated to converting between <em>d20 Modern</em> and the core <em>d20 System</em> rules. The major thrust of this discussion is the defense bonus system. If you like the idea of the defense bonus, there is a well considered section on adding defense bonus to core <em>d20 System</em> (<em>D&D</em>) classes, along with discussion of how to compensate by removing magic. Along the same lines, there is also a discussion of removing defense bonuses from <em>d20 Modern</em> character classes. Part of this latter conversion involved the introduction of training packages that replace part of the function of magic items for characters from the First World.</p><p></p><p>Other aspects of the <em>d20 Modern</em> rules are touched upon, such as converting concepts like wealth rolls and action points. That said, I was surprised that the class adaptation did not seem to take into account that <em>d20 Modern</em> assumes that all characters are human and subsumes the skill point bonus into the class skill points; nowhere does the author recommend adding or dropping a point when converting classes to compensate for this.</p><p></p><p>In addition to the fundamental system conversion considerations, the book provides a variety of rules for tweaking the feel of the campaign. Some of these rules are rather general in nature, though many reflect the differences in the way things operate between the First World and Second World.</p><p></p><p>A lot of the variants tweak the <em>d20 System</em> combat rules (particularly the damage rules) in various ways, many of which address some conceptual shortfalls of <em>d20 Modern</em>. For example, have you ever found it odd that hits that exceed the massive damage threshold by a lot don't make the DC of the roll any more difficult, or that large creatures don't have much higher thresholds than smaller creatures? There are rules in here addressing both of those. Other rules include a "wound point" rule (but not the same one as appears in <em>Star Wars</em> and <em>Spycraft</em>, rules for "scars" that accumulate from repeated combat, and rules for adapting armor so that it reduces damage.</p><p></p><p>The author is very explicit and thorough in identifying the possible effects of whatever tweaks that you use in you campaign. The only one of the above systems that I am rather uncertain would work as stated would be the armor adaptations, which strike me as insufficient to satisfactorily convert between the systems.</p><p></p><p>The "world rules" cover two major areas that the two worlds may differ: magic and technology. Again, the rules are provided as options, and the author points out the probably consequences of using any given variant.</p><p></p><p>The magic variants include different ways to emphasize or (more often) de-emphasize magic in a world. Variants include a "world resistance" rating that acts as a spell resistance that applies to any attempt to cast spells in a world, and limitations on what sorts of magic items can be forged in a world.</p><p></p><p>The technology rules use a "technology tree" chart similar to those used by many "conquest" type computer strategy games. The technology charts allow you to make sensible decisions on what technology to allow in a world or campaign. If you don't have a necessary technology, you could not have a follow-on technology unless there is a suitable substitute for the base technology in your world. </p><p></p><p>Obstacles to technology come in two major types: hard limits and soft limits. Hard limits mean that the given technology does not work in the world at all, quite simply because the physics of the world do not allow it. Soft limits simply mean that the technology in question has simply not been developed yet, but technology brought into the world would work (and such technology could theoretically be developed.)</p><p></p><p>A blank technology charts is provided to allow you to visually diagram the technology situation, and a sample filled out chart is provided for the default Second World technology situation. Similarly, there is a campaign and world rules form to record which exact variants from this book you are using to run your game, which is convenient considering the large variety of option available. Again, there is a sample filled out for you.</p><p></p><p>The character rules introduce a number of new options for characters in the setting.</p><p></p><p>The first new character generation rule is the <em>Background Option</em>. Background options are basically a spin on the <em>d20 Modern</em>'s starting occupation, though tweaked slightly to fit more than occupation and to be viable for more than just <em>d20 Modern</em> characters. Background options provide three new class skills (or a +1 bonus if you already have the class skill) like starting occupations, but also allow you to exchange two skill picks for a bonus feat. The author suggests the option of paying a feat for background options; this would minimize balance considerations if you are using the <em>d20 System</em> core rules as a baseline. I find this to be an interesting alternative to the background feats presented in other <em>d20 System</em> products.</p><p></p><p>A number of background options are presented, both First World and Second World. The First World options fall along the lines of starting occupation, reflecting the character's job background. The Second World options are more dependant upon the character's home region or affiliation.</p><p></p><p>There are six new races for the second world. Some of the new races are stronger than standard races. Instead of going the ECL route, the author provides statistics for class levels that can be used to represent the character's progress from a young to mature member of the race.</p><p></p><p>The new races are:</p><p><em><strong> -Raptor:</strong></em> Just what it sounds like, raptor are pretty close to being intelligent velociraptors, bipedal dinosaurs. Contrary to the real world beast from which they are derived, they are not particularly violent.</p><p><em><strong> -Orca:</strong></em> Again, just what it sounds like: bipedal killer whales. I had a real hard time taking this one seriously.</p><p><em><strong> -Halcón:</strong></em> The text associated with this race is not terribly clear, but as near as I can tell, the halcón are humanoids that can learn how to transform into a jaguar-like form (via feats they have access to.) Halcón cannot reproduce with each other and must mate with other humanoids.</p><p><em><strong> -Hsüan:</strong></em> Hsüan is very different from the typical races. Hsüan is almost a template or a special quality added to another race. By taking a feat, you can take levels in the hsüan racial advancement. A hsüan seems to be a very fey-like member of their base race, and have an abnormal talent with magic.</p><p><em><strong> -Escidi:</strong></em> Escidi are essentially snake people. Not unlike many other such races in the game and fantasy literature, escidi are not generally nice people, and see other races as food or servants. Escidi have racial level like raptors and orca, and with their racial class, they have access to the <em>assume form</em> ability that lets them <em>polymorph self</em> into the form of a medium size or less creature that they have consumed. This may be a bit powerful at low levels.</p><p><em><strong> -:Ved Qayat</strong></em> Primarily servants of a villain in the setting, the Ved Qayat are a human looking race with a swarthy complexion and a metallic sheen to their skin. This look is more than just cosmetic; ved qayat receive an armor bonus from their skin.</p><p></p><p>There are also Second World adaptations of standard d20 fantasy races, and a number of Second World feats and Spells, and one Second World skill.</p><p>One of the most significant and concept heavy features of the <em>Second World Sourcebook</em> is that of the Wardens and Warden powers. Warden powers are fundamental forces that shape the Second World. There are twelve Warden powers, and each Warden power is associated with a "great city" in the Second World, as well as being associated with a <em>Warden</em> prestige class which can shape that warden power. (The author merely calls Wardens "like prestige classes", but I think the duck rule applies here.) </p><p></p><p>Though these powers form the basis for the abilities of Wardens, they are not limited to that. They shape the landscape and history of the Second World. Each of the Great Cities is a place that is truly shape the character of the city.</p><p></p><p>The twelve warden powers are: dream, feral, flesh, gate, lightning, metal, motion, pattern, rune, shadow, tone, and vector. All of these have equivalent warden "prestige classes", but only eight are listed in this book. Gate, pattern, rune, and tone wardens are not in this book because the author states that these classes would be a system of magic unto themselves.</p><p></p><p>Wardens are a rather unique concept. The special abilities of a warden are based on <em>bindings</em>. <em>Bindings</em> are associated with specific parts of the body, corresponding to the 13 different "magic item slots" of the core d20 system game. The idea here is that the magic item slots are not at all coincidental, but are associated with specific body parts that have magical significance. The book calls these locations <em>Vedas</em>. The idea is similar to the concept of charkras, which (through no coincidence) are locations of special significance described in the traditional Indian writings called the Vedas.</p><p></p><p>Each warden class receives a <em>binding slot</em> for every class level they have. Binding slots permit one <em>binding</em>. A binding is a special ability that has some resemblance to a magic item in that it takes time and costs XP and influence (see below) to acquire. Once a binding is purchased, it is a special ability available to the character. However, if the character is not using a particular binding, they may release it and re-invest some of the expense in a different binding.</p><p></p><p>Bindings are somewhat like feats in that they have prerequisites and trees according to those pre-requisites. The binding trees are shown graphically in the book. There are more bindings available for each warden class than the 10 levels the wardens may have.</p><p></p><p>The net result of the bindings system is that the wardens are very flexible prestige classes. Two wardens of the same type can have a different set of powers, and a warden can even alter his powers in play.</p><p></p><p>Another major new concept introduced in the book is that of <em>Influence</em>. The influence system is an alternate way to model the relationships that the character may have, and the pull that they have to get people to do things for them. This system is used throughout the Second World Sourcebook.</p><p></p><p>The basic concept of the influence system is that characters have a number of abstract "influence points." Influence points have a cash equivalent, and can do some of the same things cash can. However, they are handled a little differently, and help emphasize the effect that belonging (or not belonging) to social organizations.</p><p></p><p>Basically, you can try to use your influence to get something you want or need. This influence is often not assured. By spending a number of influence points you are allowed to make an influence checks. These checks are based on skills, but what skill depends on the organization.</p><p></p><p>Your position with the organization strongly affects the difficulty of such checks. Being a member or a leader of an organization makes a check to influence that organization much easier. To influence a given organization, you must have an <em>access</em> which can be purchased or acquired through other means. Each level of access varies in effectiveness, i.e., in modifiers to influence checks.</p><p></p><p>You can form "influence chains" through accesses. That is, if you have an access which gives you an influence roll at -5 with an organization, and that organization has access to another organization at a -5, you can roll an influence check at -10 against the second organization.</p><p></p><p>The influence chapter includes a number of organizations. Much of the meat of the setting is locked up in the organizations section of the book. The chapter also includes some standardized influence tasks and defines how to use them.</p><p></p><p>I am not certain I would go to the trouble of using the influence system; under normal circumstances, I prefer to roleplay these things out and can see how such a strictly defined system could actually pull the reins from the GMs hands. However, it does seem like it would be a nice system if you are getting tired of using gold as the campaign "carrot" and would like to make the thought of influence and the role of organization affiliation in your game much more tangible in the minds of the players.</p><p></p><p>That said, there is a pretty straightforward conversion if you prefer to use money instead of influence.</p><p></p><p>In addition to all the mechanical support for the world, the book naturally includes some pre-defined setting elements, including equipment, sample NPCs belonging to the organizations, and monsters. Most of the NPCs seem to use the d20 core system (vice <em>d20 modern</em> as the baseline. </p><p></p><p>Creatures include the alien <em>Roa</em>. The Roa originally came from another plane of existence and formed huge insect-like hivemind colonies in the ancient past of the Second World.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>There were a lot of ideas in this book that I really appreciated. I think with wardens and warden powers, Steven Palmer Peterson has again shown his unique talent to twist the <em>d20 System</em> rules in unique and compelling ways. Even if you are not using the setting, I think that the Wardens would make a great substitute for tradition d20 style magic, especially in <em>d20 Modern</em>.</p><p></p><p>I also appreciated some of the variants and rules adaptations. If you have contemplated combining <em>D&D</em> and <em>d20 Modern</em>, you should really contemplate getting this book. It really takes a deep look at the systems and how to reconcile their differences. Further, if had problems with some of <em>d20 Modern's</em> rules conventions, some of the variants herein answer these questions. I particularly liked the <em>background options</em> and will probably be using them in preference to regional feats in the future.</p><p></p><p>The mechanics and ideas supporting the second world and the two world configuration are generally well done. Further, I appreciate the more "toolkit" approach as it makes the book far more useful than it would have been otherwise. However, this open-ended configuration might be best for fairly advanced GMs and may be less than suitable for newer GMs or those who feel a little lost when the product confronts them with options instead of facts and rules.</p><p></p><p>Some setting ideas I was not impressed with. Things like the Orca seem a little silly to me. Many of the setting ideas are good, but many of them are hard to get at. The writing style makes the setting a little hard to absorb. There is too much stream-of-consciousness writing and there are many places where some central ideas need to be expressed more clearly and concisely.</p><p></p><p><em>Grade: B</em></p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2009964, member: 172"] [b]Second World Sourcebook[/b] The [I]Second World Sourcebook[/I] is a campaign setting and toolbox designed to work with both the [I]d20 Modern[/I] rules and [I]d20 System[/I] core rules (i.e., [I]Dungeons & Dragons[/I]). The intent of the book is to provide ideas and support for a two-world setting, one world much like our own Earth, and a parallel more D&D style fantasy world. The [I]Second World Sourcebook[/I] is published by [I]Second World Simulations[/I] and written by Steve Palmer Peterson, who wrote the excellent prestige class fighting style resource [I]Masters of Arms[/I]. [b]A First Look[/b] The [I]Second World Sourcebook[/I] is a thick (288-page) perfect-bound softcover book priced at $29.95. The cover of the book has a flat black background. The front cover art, by Jeremy Dale, depicts a dark-skinned raven-haired woman bearing a shotgun stepping through a rippling blue membane of an oval portal. The interior is black-and-white and features artists Jeremy Dale, Craig R. Brasco, Jeff Doten, Dominic Hamer, Avi Katz, Phillip Kearney, and Owen Kuhn. The interior art is pretty sparse, with only a very few illustrations. Most notably lacking are illustrations of some of the new races. The art varies in quality from poor to good. The interior layout is functional but a bit dry. The body text is moderately sized. A rather elaborate font ("Dreamscar") is used for all of the section headers; the font is interesting, but a bit too odd to use as frequently as it was and perhaps should have been saved for chapter headers. The writing style and organization is a bit distracting. The author frequently introduces new concepts with little or no explanation to the reader, and in some cases this makes it difficult to follow the text. The author uses some odd metaphors to relate some points; in one place he explains his world resistance rule by comparing it to the resistance of a generator. Being an electrical engineer, I understood the analogy, but it would go over the head of most of the readers. The author entrains a lot of game design theory in the text. In some cases, this sort of information is very functional; in the first chapter where variants are presented to adapt d20 core and d20 modern rules, this information provides some important insights useful in when deciding which variants to use. However, in other cases, these discussions wax a little long. For example, the author spends 2/3 of a column explaining why he included the singular new skill in the book (the [I]smithing[/I] category of the [I]craft[/I] skill) where a few short sentences probably would have been expedient and sufficient. [b]A Deeper Look[/b] The basic premise of the [I]Second World Sourcebook[/I] is that there is a mirror of our own world that exists in another plane. This "Second World" is similar to Earth (or the "First World") geographically, but is very different historically and in fundamental nature. While the composition of matter is defined by the interactions described by the sciences of chemistry and physics in the First World, in the Second World, other primal forces define the universe. Though the worlds are superficially similar, these fundamental differences control what is possible in each world. The First World has better access to science and technology, and the second world is more defined by science. It is possible to pass between the two worlds, but the First World rejects fantastic things. Characters who are part of the Second World - either natives or those who have come to know and accepts its wonders - cannot spend extended lengths of time in the first world. After a few short days at most, the First World forces such characters back into the Second World. Further, this rejection not only applies to a character's physical form, but also to the memories associated with the character. It's like soon, people forget that the character ever was. The Second World, however, is perfectly aware of the first world. In fact, much of the second world religion and ethnic background is drawn from the First World. First World characters that are adopted by the second world also (in very SR-esque style) take on a whole different racial idea. The author recognizes that many people may have their own ideas in mind for the first and second worlds, and on which d20 variants (or combination thereof) that they wish to use. To this end, the book is very open ended, providing a menagerie of options and ideas for the Second World, its relationship with the First World, and mechanics supporting such a game. Much of the adapting material is dedicated to converting between [I]d20 Modern[/I] and the core [I]d20 System[/I] rules. The major thrust of this discussion is the defense bonus system. If you like the idea of the defense bonus, there is a well considered section on adding defense bonus to core [I]d20 System[/I] ([I]D&D[/I]) classes, along with discussion of how to compensate by removing magic. Along the same lines, there is also a discussion of removing defense bonuses from [I]d20 Modern[/I] character classes. Part of this latter conversion involved the introduction of training packages that replace part of the function of magic items for characters from the First World. Other aspects of the [I]d20 Modern[/I] rules are touched upon, such as converting concepts like wealth rolls and action points. That said, I was surprised that the class adaptation did not seem to take into account that [I]d20 Modern[/I] assumes that all characters are human and subsumes the skill point bonus into the class skill points; nowhere does the author recommend adding or dropping a point when converting classes to compensate for this. In addition to the fundamental system conversion considerations, the book provides a variety of rules for tweaking the feel of the campaign. Some of these rules are rather general in nature, though many reflect the differences in the way things operate between the First World and Second World. A lot of the variants tweak the [I]d20 System[/I] combat rules (particularly the damage rules) in various ways, many of which address some conceptual shortfalls of [I]d20 Modern[/I]. For example, have you ever found it odd that hits that exceed the massive damage threshold by a lot don't make the DC of the roll any more difficult, or that large creatures don't have much higher thresholds than smaller creatures? There are rules in here addressing both of those. Other rules include a "wound point" rule (but not the same one as appears in [I]Star Wars[/I] and [I]Spycraft[/I], rules for "scars" that accumulate from repeated combat, and rules for adapting armor so that it reduces damage. The author is very explicit and thorough in identifying the possible effects of whatever tweaks that you use in you campaign. The only one of the above systems that I am rather uncertain would work as stated would be the armor adaptations, which strike me as insufficient to satisfactorily convert between the systems. The "world rules" cover two major areas that the two worlds may differ: magic and technology. Again, the rules are provided as options, and the author points out the probably consequences of using any given variant. The magic variants include different ways to emphasize or (more often) de-emphasize magic in a world. Variants include a "world resistance" rating that acts as a spell resistance that applies to any attempt to cast spells in a world, and limitations on what sorts of magic items can be forged in a world. The technology rules use a "technology tree" chart similar to those used by many "conquest" type computer strategy games. The technology charts allow you to make sensible decisions on what technology to allow in a world or campaign. If you don't have a necessary technology, you could not have a follow-on technology unless there is a suitable substitute for the base technology in your world. Obstacles to technology come in two major types: hard limits and soft limits. Hard limits mean that the given technology does not work in the world at all, quite simply because the physics of the world do not allow it. Soft limits simply mean that the technology in question has simply not been developed yet, but technology brought into the world would work (and such technology could theoretically be developed.) A blank technology charts is provided to allow you to visually diagram the technology situation, and a sample filled out chart is provided for the default Second World technology situation. Similarly, there is a campaign and world rules form to record which exact variants from this book you are using to run your game, which is convenient considering the large variety of option available. Again, there is a sample filled out for you. The character rules introduce a number of new options for characters in the setting. The first new character generation rule is the [I]Background Option[/I]. Background options are basically a spin on the [I]d20 Modern[/I]'s starting occupation, though tweaked slightly to fit more than occupation and to be viable for more than just [I]d20 Modern[/I] characters. Background options provide three new class skills (or a +1 bonus if you already have the class skill) like starting occupations, but also allow you to exchange two skill picks for a bonus feat. The author suggests the option of paying a feat for background options; this would minimize balance considerations if you are using the [I]d20 System[/I] core rules as a baseline. I find this to be an interesting alternative to the background feats presented in other [I]d20 System[/I] products. A number of background options are presented, both First World and Second World. The First World options fall along the lines of starting occupation, reflecting the character's job background. The Second World options are more dependant upon the character's home region or affiliation. There are six new races for the second world. Some of the new races are stronger than standard races. Instead of going the ECL route, the author provides statistics for class levels that can be used to represent the character's progress from a young to mature member of the race. The new races are: [I][b] -Raptor:[/b][/I] Just what it sounds like, raptor are pretty close to being intelligent velociraptors, bipedal dinosaurs. Contrary to the real world beast from which they are derived, they are not particularly violent. [I][b] -Orca:[/b][/I] Again, just what it sounds like: bipedal killer whales. I had a real hard time taking this one seriously. [I][b] -Halcón:[/b][/I] The text associated with this race is not terribly clear, but as near as I can tell, the halcón are humanoids that can learn how to transform into a jaguar-like form (via feats they have access to.) Halcón cannot reproduce with each other and must mate with other humanoids. [I][b] -Hsüan:[/b][/I] Hsüan is very different from the typical races. Hsüan is almost a template or a special quality added to another race. By taking a feat, you can take levels in the hsüan racial advancement. A hsüan seems to be a very fey-like member of their base race, and have an abnormal talent with magic. [I][b] -Escidi:[/b][/I] Escidi are essentially snake people. Not unlike many other such races in the game and fantasy literature, escidi are not generally nice people, and see other races as food or servants. Escidi have racial level like raptors and orca, and with their racial class, they have access to the [I]assume form[/I] ability that lets them [I]polymorph self[/I] into the form of a medium size or less creature that they have consumed. This may be a bit powerful at low levels. [I][b] -:Ved Qayat[/b][/I] Primarily servants of a villain in the setting, the Ved Qayat are a human looking race with a swarthy complexion and a metallic sheen to their skin. This look is more than just cosmetic; ved qayat receive an armor bonus from their skin. There are also Second World adaptations of standard d20 fantasy races, and a number of Second World feats and Spells, and one Second World skill. One of the most significant and concept heavy features of the [I]Second World Sourcebook[/I] is that of the Wardens and Warden powers. Warden powers are fundamental forces that shape the Second World. There are twelve Warden powers, and each Warden power is associated with a "great city" in the Second World, as well as being associated with a [I]Warden[/I] prestige class which can shape that warden power. (The author merely calls Wardens "like prestige classes", but I think the duck rule applies here.) Though these powers form the basis for the abilities of Wardens, they are not limited to that. They shape the landscape and history of the Second World. Each of the Great Cities is a place that is truly shape the character of the city. The twelve warden powers are: dream, feral, flesh, gate, lightning, metal, motion, pattern, rune, shadow, tone, and vector. All of these have equivalent warden "prestige classes", but only eight are listed in this book. Gate, pattern, rune, and tone wardens are not in this book because the author states that these classes would be a system of magic unto themselves. Wardens are a rather unique concept. The special abilities of a warden are based on [I]bindings[/I]. [I]Bindings[/I] are associated with specific parts of the body, corresponding to the 13 different "magic item slots" of the core d20 system game. The idea here is that the magic item slots are not at all coincidental, but are associated with specific body parts that have magical significance. The book calls these locations [I]Vedas[/I]. The idea is similar to the concept of charkras, which (through no coincidence) are locations of special significance described in the traditional Indian writings called the Vedas. Each warden class receives a [I]binding slot[/I] for every class level they have. Binding slots permit one [I]binding[/I]. A binding is a special ability that has some resemblance to a magic item in that it takes time and costs XP and influence (see below) to acquire. Once a binding is purchased, it is a special ability available to the character. However, if the character is not using a particular binding, they may release it and re-invest some of the expense in a different binding. Bindings are somewhat like feats in that they have prerequisites and trees according to those pre-requisites. The binding trees are shown graphically in the book. There are more bindings available for each warden class than the 10 levels the wardens may have. The net result of the bindings system is that the wardens are very flexible prestige classes. Two wardens of the same type can have a different set of powers, and a warden can even alter his powers in play. Another major new concept introduced in the book is that of [I]Influence[/I]. The influence system is an alternate way to model the relationships that the character may have, and the pull that they have to get people to do things for them. This system is used throughout the Second World Sourcebook. The basic concept of the influence system is that characters have a number of abstract "influence points." Influence points have a cash equivalent, and can do some of the same things cash can. However, they are handled a little differently, and help emphasize the effect that belonging (or not belonging) to social organizations. Basically, you can try to use your influence to get something you want or need. This influence is often not assured. By spending a number of influence points you are allowed to make an influence checks. These checks are based on skills, but what skill depends on the organization. Your position with the organization strongly affects the difficulty of such checks. Being a member or a leader of an organization makes a check to influence that organization much easier. To influence a given organization, you must have an [I]access[/I] which can be purchased or acquired through other means. Each level of access varies in effectiveness, i.e., in modifiers to influence checks. You can form "influence chains" through accesses. That is, if you have an access which gives you an influence roll at -5 with an organization, and that organization has access to another organization at a -5, you can roll an influence check at -10 against the second organization. The influence chapter includes a number of organizations. Much of the meat of the setting is locked up in the organizations section of the book. The chapter also includes some standardized influence tasks and defines how to use them. I am not certain I would go to the trouble of using the influence system; under normal circumstances, I prefer to roleplay these things out and can see how such a strictly defined system could actually pull the reins from the GMs hands. However, it does seem like it would be a nice system if you are getting tired of using gold as the campaign "carrot" and would like to make the thought of influence and the role of organization affiliation in your game much more tangible in the minds of the players. That said, there is a pretty straightforward conversion if you prefer to use money instead of influence. In addition to all the mechanical support for the world, the book naturally includes some pre-defined setting elements, including equipment, sample NPCs belonging to the organizations, and monsters. Most of the NPCs seem to use the d20 core system (vice [I]d20 modern[/I] as the baseline. Creatures include the alien [I]Roa[/I]. The Roa originally came from another plane of existence and formed huge insect-like hivemind colonies in the ancient past of the Second World. [b]Conclusion[/b] There were a lot of ideas in this book that I really appreciated. I think with wardens and warden powers, Steven Palmer Peterson has again shown his unique talent to twist the [I]d20 System[/I] rules in unique and compelling ways. Even if you are not using the setting, I think that the Wardens would make a great substitute for tradition d20 style magic, especially in [I]d20 Modern[/I]. I also appreciated some of the variants and rules adaptations. If you have contemplated combining [I]D&D[/I] and [I]d20 Modern[/I], you should really contemplate getting this book. It really takes a deep look at the systems and how to reconcile their differences. Further, if had problems with some of [I]d20 Modern's[/I] rules conventions, some of the variants herein answer these questions. I particularly liked the [I]background options[/I] and will probably be using them in preference to regional feats in the future. The mechanics and ideas supporting the second world and the two world configuration are generally well done. Further, I appreciate the more "toolkit" approach as it makes the book far more useful than it would have been otherwise. However, this open-ended configuration might be best for fairly advanced GMs and may be less than suitable for newer GMs or those who feel a little lost when the product confronts them with options instead of facts and rules. Some setting ideas I was not impressed with. Things like the Orca seem a little silly to me. Many of the setting ideas are good, but many of them are hard to get at. The writing style makes the setting a little hard to absorb. There is too much stream-of-consciousness writing and there are many places where some central ideas need to be expressed more clearly and concisely. [I]Grade: B[/I] [I]-Alan D. Kohler[/I] [/QUOTE]
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