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Fatespinner's page
4,683 posts (7,123 including aliases). 37 reviews. Aliases: Harumn Blackshield, Ethras Arafil, DM Fatespinner, Aldren d'Deneith, Runzyl Steelsong, Ennoch the Black, DM Fatespinner - IK, Illyen Ven'dreth, Rurin Songsmith, Elan Sunshadow, Vethran Tallomane, The ST Guy, Rayne, Robert "Robbie" Evenwood, "Pariah", Visas Marr, Aspexia Leroung.
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Recent Posts
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Recent Reviews
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Recent reviews by
Fatespinner:
   
Vampire Adventure Path
Mon, May 11, 2009, 08:06 AM
Something that I didn't really pay attention to when I purchased this book is that, while I simply thought it was a companion guide to Requiem for Rome (which is utterly fantastic, by the way), it turns out that this book is actually an adventure. A hardback module, if you will, of fairly epic proportions. While there are a few new rules within, particularly pertaining to ritals and senatorial debates, the vast majority of this book is an ADVENTURE for Vampire: The Requiem. If that's what you're looking for, then this is a good one. I, personally, was more interested in deeper setting material for Rome and was a bit disappointed. Still, good stuff if you need a ready-made chronicle for your troupe.
   
For the Emperor!!!
Thu, Sep 4, 2008, 01:59 PM
Just acquired this book recently at the behest of my friend who agreed to run it if I bought it. I must say, being something of a 40K fan, this game is fantastic. The system is relatively easy to learn (though "level advancement" is a tad strange) and it definitely captures the essence of 40K well. I will echo the previous reviewers points about the critical hits table, except that it's only "funny" in as much as watching a zombie movie with far too much blood and gore is funny. You can blow off limbs, decapitate, and otherwise horribly eviscerate your opponents with the arsenal of weapons provided within. Looks like a lot of fun! I can't wait to get our game started next week!
   
A Fantastic Swashbuckling Resource!
Thu, Apr 17, 2008, 04:46 PM
This handy little PDF features a boatload of new feats and abilities to spice up your swashbuckling campaign! No more will the lightly armored agile fighter be a less-than-desirable character concept in the d20 system!
   
Fantastic!
Fri, Feb 1, 2008, 01:43 AM
After seeing that Vic Wertz himself had given rave reviews to this product, I had to see it for myself! I'm so glad I did, too, because the rules given in this PDF are truly amazing and versatile. Highly recommended to anyone, player and DM alike.
   
An Instant Classic!
Wed, Jan 9, 2008, 09:22 AM
This movie is fabulous if you can get past the cheesy low-budget special effects (not a problem for my group of die-hard B-movie fans).
After showing it to my gaming group, it has rapidly become the most quoted movie at our gaming table, even surpassing "Monty Python and the Holy Grail!"
   
Cooooool!
Wed, Jan 9, 2008, 09:17 AM
This book provides a lot of interesting options for Mage players as well as a couple of "left-handed" paths designed for antagonists and the Storytellers who love them. Every Watchtower gets at least a few Legacies to choose from in this book, adding a great deal of diversity to player character options.
My only complaint? There aren't enough of them in this book. The Werewolf Lodges book contained 22 Lodges, yet this book only offers 13 Legacies for the same price.
   
Werewolves of the World?
Wed, Jan 9, 2008, 09:12 AM
While this book does contain a few Lodges who dwell in places like Poland and Japan as the preview states, I was somewhat disappointed to discover that they were among the minority. Many of the Lodges within were largely decentralized and could be easily dropped into any culture or location. Generally, this is not a bad thing, but I was really hoping that this book would focus specifically on Lodges with a strong "foreign" theme since the other Lodges books provide more "general" ones that are designed to be dropped into any setting.
Still though, the book is useful and the foreign Lodges that it does contain are well-written and are certain to see use in a future campaign.
   
Very useful, but not quite what I hoped for.
Wed, Jan 9, 2008, 09:03 AM
This book features a wide array of archetypes and powers with which to construct your very own changing breeds in the Storyteller system, either as PCs or NPCs.
While I found the process somewhat complex at first, after a second read-through it made sense. However, I was honestly hoping for more focus on "established" changing breeds (like the Bastet) to show how they fit in to the natural order and, more specifically, the political environment of the World of Darkness. As it is, the various breeds seem to be very fractious and happenstance. Granted, there's no reason a Storyteller couldn't just make something up for them, but seeing some more solid, established backstory that ties them into the world would've been nice.
   
Fantastic Resource!
Wed, Jan 9, 2008, 08:50 AM
This book is positively amazing! Never before have I seen any RPG product from any company focus on the Roman era and this book does it well. Providing plenty of deep information on the political atmosphere (both mortal and Kindred) and detailed descriptions of many areas of importance both in and under Rome, this book does everything I hoped it would and more. I'm really looking forward to running a game set in this era now!
(Oh yeah, and the artwork is mind-blowing!)
   
Fantastic Sci-Fi Game!
Fri, Aug 10, 2007, 12:26 PM
Written as the future of White Wolf's "Aberrant" storyline, Trinity has the players assuming the roles of special humans who have been gifted with psionic powers to battle to return of the Aberrants who once tried to take over the world centuries before.
This is a fantastic game that combines technology, aliens, and awesome psychic powers! What more can you ask for?!? This is easily my favorite game in the genre, even better than Shadowrun.
   
So Cool, But So Tricky!
Fri, Aug 10, 2007, 11:12 AM
The leading leg of this mini is a separate part that must be glued into place. I'm not sure why, but it was a huge pain in the ass. The leg must be wedged to fit between the hip socket and the base and, in my case anyway, the final result left a small but noticeable gap between the leg and the hip which I had to fill in with super glue. I was very disappointed with that fact, but I'm no pro miniature assembler either.
Still, this is one of the coolest looking minis I've seen so far, so I can't give it less than 4 stars, despite my difficulty.
   
Big!
Fri, Aug 10, 2007, 11:08 AM
Getting this mini together was a little tricky because the axe and the hands holding it are all one piece that must be aligned and glued onto the wrists of the main figure.
The mini is heavy! It's quite large, too. The base fits into a standard 5' square on a battlemat but any adjacent minis with parts that extend even a little bit over their bases might not fit next to this behemoth.
This mini definitely captures the terrifying power of a half-orc barbarian, though, and the detail is incredible!
   
Cool!
Fri, Aug 10, 2007, 11:06 AM
This mini is just plain awesome. Also, to those who may be thinking "my paladin uses a shield, though," fear not! This miniature has a shield on his back, held on by a pair of very detailed belts. Overall, a very cool mini.
   
Small Shield, Big Mini
Fri, Aug 10, 2007, 11:02 AM
This mini comes in three parts: the shield (and hand holding it), the sword (and forearm), and the main body.
The shield is much smaller in real life than it appears in this photo, almost comically so. While not a big problem, I do wish the shield was a little larger.
This mini is big and heavy. The base of it is ever-so-slightly larger than a stadard 5' square on a battle mat and it's arms extend into adjoining spaces, making positioning it somewhat tricky. If you're not using squares on a mat, this mini should be fine. It does look very cool, however, and my tank players look forward to using him to represent their characters in future campaigns!
   
Cool Looking, but Tricky Assembly
Fri, Aug 10, 2007, 10:58 AM
Maybe it's just me (I'm pretty new to the whole miniatures thing), but the arm with the shield is very difficult to attach to this mini. There doesn't seem to be any good fit for the piece on that side of the body. Perhaps my mini was damaged or imperfectly cast in some way, but I ended up gluing it in a potition very different from the one demonstrated in the photo presented on this site. It stayed together, but I have that feeling of "I did something wrong" when I look at it.
   
WOW! Eastern Immoren at last!
Fri, Aug 10, 2007, 10:52 AM
This book is incredible! It details the entirety of the continent of Immoren beyond the borders defined in the IKCG and describes the Skorne Empire as well as the Bloodstone Marches in great detail. The monster section at the beginning of the book covers some of the unique creatures that roam these lands and provides the usual amount of amazing IK detail in it's descriptions.
My only complaint? I'm not sure why they decided to incorporate the lands beyond Western Immoren into a Monsternomicon. They should have called it "Beyond the Iron Kingdoms" and detailed the additional setting material in the first part, then added the monsters in the back as an appendix. Still, as a hardcore IK fan, this book is extremely cool!
   
Nice to Have, But Hardy Crucial
Fri, Aug 10, 2007, 10:45 AM
This book is largely filled with roleplaying information regarding the various paths of magic. It details the events that typically surround a given path member's Awakening and provides a few additional merits and legacies for the various paths.
I was surprised (and somewhat disappointed) to discover that the book does not provide information on how the different Paths approach the same types of magic. I was hoping to see some information on how an Acanthus' conjuration of a weapon differs from, say, a Moros mage. Still, the book has lots of information regarding the attitudes that the Paths have towards many things and provides an excellent roleplaying guide for Mage players.
If you've got a tight budget and want only the books that will enhance your gaming experience the most, however, this book can probably wait.
   
Useful and Spooky
Fri, Aug 10, 2007, 10:34 AM
This book brings the terrifying realm of the Shadow closer to home. Full of tales of hauntings, evil spirits who possess people, and all manner of spiritual anomalies, this book is certain to be useful to anyone who wishes to explore more of the unseen world that lies behind the Gauntlet.
The contents of the book, besides the wonderfully chilling stories, include dozens of sample spirits to drop into your campaign, expanded information on loci and how they form, and additional rules regarding the Spirit-Urged and Spirit-Claimed. The book also contains a new vampire Discipline that allows interaction with the spirit world, a handful of werewolf rites and fetishes, and a few rules for dealing with non-supernaturals who attempt to consult the spirit world by ritual.
This book is highly recommended for any game in which the spirit world will be involved, even if it won't take center stage. The information and descriptions provided by this book will ensure that your players never forget their visit to the 'Other Side.'
   
Most Useful Suppliment Yet!
Fri, Aug 10, 2007, 10:31 AM
Whether you're an old-school WoDer like me who is still trying to figure out the new clans and systems or someone who's jumped into the Requiem from the onset, this book brings phenomenal clarity to the vagaries of Kindred existance.
The book contains systems for the effects of torpor on a Kindred's memories, more detailed information on how the Kindred body heals, the properties of Vitae and how it can be used, and much much much more! If you buy no other book to compliment the Requiem core book, get this one!
   
Deep!
Sun, Jul 29, 2007, 04:49 PM
This book is amazing for someone looking to incorporate the various themes of the World of Darkness all in one place! It covers mortals, vampires, mages, and werewolves all in the same area at the same time! The book is divided into sections for each creature type so that, if you're only running Vampire in Chicago, you don't have to wade through pages of Werewolf junk. I'm planning to run a WoD game here for a bunch of mortal characters, so having all the resources this book has to offer on hand will be a tremendous asset. The book details the motivations of major NPCs, the political situation between various factions, contested areas where certain creature types might butt heads, and much much more! Again, this is a fantastic resource for people who are fairly new to the new WoD but even veterans can certainly glean something useful from it.
   
A Little Disappointing
Sun, Jul 29, 2007, 04:43 PM
This book is not quite as thorough and useful as I would have liked. It does provide a few types of opponents to pit characters against in a typical WoD game, but a large part of the book is dedicated to detailing the 'how' and 'why' instead of the 'what.' Zombies, hunters, and cultists are the main focus of this book and there is a lot of info on how zombies are made, how hunters organize themselves, why they set out to battle the supernatural, and all that jazz. There's not as much 'crunch' as I was expecting from a book called 'Antagonists.' Very little of the book actually details the powers, abilities, and stats of these various foes. I was also very disappointed to learn that ghosts are not covered in this book. It fell short of my expectations.
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Set of 7 Dice: Lustrous
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Black/Gold:
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$7.88
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Gold/Silver:
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$7.88
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Green/Silver:
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$7.88
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Purple/Gold:
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$7.88
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Shadow/Gold:
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$7.88
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Gorgeous and Affordable!
Thu, Jul 26, 2007, 10:17 AM
I own a set of the Gold/Silver dice from this set and they are probably the most attractive dice that I own. The numbers are easy to read, the dice do not feel light and flimsy, and the color pattern is just awesome. Easily the best dice for the price anywhere.
   
Original Concept & Full of Action... but Complicated
Wed, Jul 25, 2007, 10:08 AM
The name of this review says it all. The concept of this game is something that I have personally never seen done before and it provides a very interesting basis for an RPG: you play the offspring of a god. You have various godlike powers at your disposal. The system is designed for high action, awarding bonuses for stunts and feats of amazing prowess. However, as a character performs more amazing feats, he must contend with Fate, which seeks to pit him against greater opposition and challenges worthy of his legend.
The mechanics of this game are loosely based on the old Exalted system. It still relies on d10s like any other White Wolf game and there are numerous superpowers for the characters to draw on (though not nearly as many as Exalted had, nor are they based on Abilities anymore). The combat system and the activation of superpowers seems to be a little complicated to me, however. Perhaps after spending some time familiarizing myself with the system, it will become clear but, initially, it's quite daunting.
   
Great mini!
Mon, Jul 23, 2007, 12:23 PM
My wife picked this one out for a cleric she wants to play and, despite my initial disbelief: Yes, the miniature really is that detailed! You can even see the little pin she's putting her hair up with! Reaper never fails to impress me.
   
I Love This Book!
Mon, Jul 23, 2007, 12:18 PM
Clerics and paladins have always been some of the most limited classes in the game in my opinion. Many players shy away from playing them because the options for Prestige Classes and alternative class abilities are too narrow or too weak.
With the Complete Champion, all of that changes! Amazing new prestige classes, bucketloads of new feats, and numerous tips for players and DMs alike to create a more interesting divine character, even if they aren't a cleric or paladin! I can't say enough about how much this book has changed my group's view of the 'traditional' divine classes. And of course, our regular cleric player is thrilled to tears, too!
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