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Weird War Two: Blood on the Rhine
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008669" data-attributes="member: 18387"><p>The flavour of the game is World War II with a healthy doze of occult horror. The real histroy of events leading up to WWII is given and a separate area dedicated to the injection of occult horror into the world. The layout of the 183 page manual is very good with a generous number of black and white WWII photos and quality drawings.</p><p></p><p>Magic is well integrated and adds flavour to the setting and comes in the form of Rune Magic. The PC's have to utter the names of the Runes in the Rune combination prior to casting the spell, a very nice touch. Spells are accessible only to select Prestige Classes and are pitched towards subtle effects. (ie. No lightning bolts flying around the battlefield. But why have them when you drive a tank ?!) Characters suffer from fatigue (resulting in subdual damage) from casting spells. Divine Magic comes under the term of "Miracles" and again, access only to a certain Prestige Class but the power level compared to D&D is much lower, adding to the gritty feel of the setting.</p><p></p><p>New rules have been added to the Combat area detailing items such as explosions, minefields, vehicle combat, and building damage. Note that aircraft combat rules are not included. The Combat rules are well done and easy to understand, balancing well with the setting. New skills and feats are pitched towards battlefield applicability such as artillery usage in general and parachuting.</p><p></p><p>The Equipment Chapter details WWII military hardware from pistols to artillery to tanks for Germany and UK. Serves their purpose well.</p><p></p><p>Core classes are new being the Grunt, Officer, Medic, Resistance Fighter, and Scout. They are designed to have no elements of occultism in them until they are gradually exposed to supernatural elements. This gives rise to some Prestige Classes with access to Rune Magic and Miracles (divine magic) being the OSI Adept and OSI Chaplain. OSI stands for Office of Supernatural Investigation. Other prestige classes include OSI Operative, Commando, and Sniper. The classes and prestige classes are appropriate and well balanced.</p><p></p><p>An interesting chapter deals with Haunted Vehicles whereby the group chips in some experience points to purchase such a vehicle which comes with some supernatural abilities such as having a ghostly driver. This is a neat idea and adds to the team work needed to survive in the setting.</p><p></p><p>The manual finishes off with some monsters and the notable one is depicted on the cover - Wehrwolf, a product of Nazi experimentation by capturing a werewolf of legend and infecting soldiers with lycanthropy.</p><p></p><p>For those interested in a different flavour of campaigning, I would highly recommend this product.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008669, member: 18387"] The flavour of the game is World War II with a healthy doze of occult horror. The real histroy of events leading up to WWII is given and a separate area dedicated to the injection of occult horror into the world. The layout of the 183 page manual is very good with a generous number of black and white WWII photos and quality drawings. Magic is well integrated and adds flavour to the setting and comes in the form of Rune Magic. The PC's have to utter the names of the Runes in the Rune combination prior to casting the spell, a very nice touch. Spells are accessible only to select Prestige Classes and are pitched towards subtle effects. (ie. No lightning bolts flying around the battlefield. But why have them when you drive a tank ?!) Characters suffer from fatigue (resulting in subdual damage) from casting spells. Divine Magic comes under the term of "Miracles" and again, access only to a certain Prestige Class but the power level compared to D&D is much lower, adding to the gritty feel of the setting. New rules have been added to the Combat area detailing items such as explosions, minefields, vehicle combat, and building damage. Note that aircraft combat rules are not included. The Combat rules are well done and easy to understand, balancing well with the setting. New skills and feats are pitched towards battlefield applicability such as artillery usage in general and parachuting. The Equipment Chapter details WWII military hardware from pistols to artillery to tanks for Germany and UK. Serves their purpose well. Core classes are new being the Grunt, Officer, Medic, Resistance Fighter, and Scout. They are designed to have no elements of occultism in them until they are gradually exposed to supernatural elements. This gives rise to some Prestige Classes with access to Rune Magic and Miracles (divine magic) being the OSI Adept and OSI Chaplain. OSI stands for Office of Supernatural Investigation. Other prestige classes include OSI Operative, Commando, and Sniper. The classes and prestige classes are appropriate and well balanced. An interesting chapter deals with Haunted Vehicles whereby the group chips in some experience points to purchase such a vehicle which comes with some supernatural abilities such as having a ghostly driver. This is a neat idea and adds to the team work needed to survive in the setting. The manual finishes off with some monsters and the notable one is depicted on the cover - Wehrwolf, a product of Nazi experimentation by capturing a werewolf of legend and infecting soldiers with lycanthropy. For those interested in a different flavour of campaigning, I would highly recommend this product. [/QUOTE]
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