Amnesia (FATE) PDF

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Forget everything. Remember nothing.

Grasp at everything mnemonic that wriggles like a fish inside your skull, behind your eyes, and between your hemispheres. Pluck out a memory to devour. Embrace.

This Game Master's adventure supplement fills in a few gaps - or makes more - for player characters in The Demolished Ones. Memories, Aspects, and Stunts march about these pages for you the GM to seize, then pour inside the waiting past of the minds at your gaming table. They might hate you for it. They might quicken with the savory shudder of something wrong and forbidden. The experience is delicious either way.

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An Endzeitgeist.com review

5/5

This supplemental pdf for Rite Publishing's superb "The Demolished Ones"-FATE-setting/module/sandbox is 19 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving us with 15 pages of content, so let's check this out!

Now, if you've read my review of "The Demolished Ones" (TDO), you'll know I a) hate the FATE-rules and b) loved the "Demolished Ones" enough to actually want to run/play it and consider the FATE-rules actually good for something. I am in love with this setting, but it is a demanding one for DMs to run - due to the free-form nature and player-driven action in TDO, a DM better should have some experience under his/her belt. Since there are some differences between standard FATE-CORE and TDO, we are given a quick run-down of the interaction of the two and how they relate before we delve into one of the two types of "memories" provided herein - in order to avoid SPOILERS for TDO, I will refer to them as "a-memories" - these are the ones pertaining to positive life events or those that are...well. Normal. Job-related, marriages, victories - each memory comes with an array of related skills, aspects and possible stunts the respective a-memories may provide. While generally positive, the memories may still be a source for discomfort - how do memories of oceans or holidays enter your mind if there is no beach within the Dome? A total of 17 such a-memories are provided, all with ready-to-go read-aloud text in vivid prose that only at best requires minor modification, making introducing resonating memories easy.

And then there are "b-memories" - these tend to be...less pleasant. I've managed to avoid spoilers about those in my review of the base book and will try to remain so. Generally, these b-memories are unpleasant...morally despicable and hearken to the theme of identity and ID suffusing the setting of TDO in at times unobtrusive, at times obtrusive symbolism. A total of 10 such b-memories are provided and the memories are depicted in just as vivid prose - only that here the nastiness of the memories lends a totally different quality to the memories. As before, we get associated aspects, skills and stunts for each of these... b-memories. Why two categories? DMs will know, player's shouldn't and I'm not telling. ^^

Beyond these memories, we also are introduced to an array of stunts, unless I miscounted, a total of 58 ones, to be precise. of these, 5 are particularly designed for TDO and are problematic to convert, but over all - they actually add a much more strategic edge to TDO than via the basic FATE-CORE stunts available in TDO, which btw. have also been reproduced herein for convenience's sake.

We also get a short errata on zones and movement and advice on how to handle the respective memories.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the beautiful 2-column b/w-standard and the pdf comes with glorious b/w-artworks and fully bookmarked for your convenience.

Author Bill Collins has created a supplement that should make running TDO not only easier on the DM, it should also add a more distinct level of tactical depth in the conflicts in TDO, allowing for a more streamlined flow of the free-form module, all supplemented by vivid prose and at times disturbing imagery that supplements well the superb setting of TDO. If I had anything to complain about this, then that would be the lack of new gear-aspects herein - the steampunkish component of TDO could use some additional development, but still - that is no fault of either the base book, nor this supplement. While I still won't run standard FATE, I most definitely will run TDO and consider this supplement an excellent addition to the books canon as well as a great help for DMs. Even non-TDO-DMs/players may get some use out of this book to add a sense of alienation and wrongness to their game and play with the identity of characters. Hence, my final verdict will clock in at a solid 5 stars.

Endzeitgeist out.



Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

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