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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
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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