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Beyond Science: Guide to FX - Alternity Science Fiction Roleplaying Game Accessory
  
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Beyond Science: Guide to FX - Alternity Science Fiction Roleplaying Game Accessory [IMPORT] (Paperback)

by Sean K. Reynolds (Author)
3.0 out of 5 stars See all reviews (4 customer reviews)


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Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast (February 2000)
  • ISBN-10: 0786916192
  • ISBN-13: 978-0786916191
  • Shipping Weight: 1.1 pounds
  • Average Customer Review: 3.0 out of 5 stars See all reviews (4 customer reviews)
  • Amazon.com Sales Rank: #7,589,837 in Books (See Bestsellers in Books)

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Customer Reviews

4 Reviews
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4 star:
 (2)
3 star:
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Average Customer Review
3.0 out of 5 stars (4 customer reviews)
 
 
 
 
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15 of 15 people found the following review helpful:
4.0 out of 5 stars THE definitive guide for adding magic to your Alternity game, March 28, 2000
By J. C. Staufer (Atlanta, GA) - See all my reviews
(REAL NAME)   
This guide presents everything you need to add FX (Arcane Magic, Faith FX, and Super Power FX) to your Alternity campaign world. In addition, it provides a few new FX creatures to add to the game, as well as instructions on how to create FX items and new FX abilities/skills.

FYI:

Arcane FX includes illusions, necromancy, diabolism, etc.

Faith FX is magic drawn from a user's beliefs, this includes Shamanism, Druidism, Taoism, etc.

Finally, Super Power FX is what you guessed it to be, your flying like Superman, wall-crawling like Spider Man abilities.

For those of you that play the Star Drive version of Alternity, this book contains a wealth of all-new material detailing the FX disciplines described above.

For those of you that enjoy the Dark Matter game, you will find about a 1/3 of the information presented to be a re-hash of the information presented in the Dark Matter source book. (For example, Diabolism is there, as are several of the Religion-related FX abilities, and a few of the FX creatures.)

Even though some of the FX material is re-cycled from the Dark Matter book, the new FX disciplines still make this a great value. New Disciplines like Alienism (Chthulu, anyone?) can definitely add flavor to an already dark world of consipiracies.

For those of you that want to try something completely different, the Super Power FX powers can be followed to make your favorite comic book heroes come to life. (Or to create a nasty villian to scare the hell out of your adventurers.)

In summary, the world of FX is opened by this new material, and the Alternity universe will never be the same again.

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1 of 1 people found the following review helpful:
4.0 out of 5 stars A Quality Guide. A must have for any Alternity enthusiast., June 2, 2001
By "catz_clawz" (British Columbia, Canada) - See all my reviews
It is a ..shame that Wizards discontinued Alternity.

This guide is an excellent example of the versatility of the system. Beyond Science gives you the strait goods on how to add magic, faith and super powers to any campaign. All the abilities are well thought out and pretty detailed. They even throw in some FX using monsters for fun like golems, familiars, demons, angels and vampires!

On book quality, the art work on the cover and the inside are well done.

Now...my gripes. I feel that such a versatile thing such as FX should have been included in the Player's Guide (I know, it was included in the Gamemaster's guide) along with Psionics and cyberware. I also was dissapointed by the lack of a FX skill page for photocopying and such. Finally, FX can wipe the floor with Psionics and the guide dosn't go into enough detail about how to counter this overpowering. They aknowledge it and go into some detail about balancing but not enough for my tastes.

It may seem like alot of complaints but I am still very satisfied with the guide!

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1.0 out of 5 stars A weak offering, July 10, 2003
By A Customer
Much of this has been covered before. What Reynolds offers is a mish-mash of previously available material dressed up as something new. Don't be fooled by this one.
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3.0 out of 5 stars Not as Useful as You Might Think
While this FX Guide is true to the Alternity rules and can fit into virtually any setting, I can't help but dislike many of the choices for the new skills. Read more
Published on August 6, 2000 by agamerfromwisc

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