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Showing posts with label Evil Genius Games. Show all posts
Showing posts with label Evil Genius Games. Show all posts

Sunday, 3 September 2023

Escape to New York

With Everyday Heroes, publisher
Evil Genius Games did for Dungeons & Dragons, Fifth Edition in 2202 what d20 Modern did for Dungeons & Dragons, Third Edition in 2002. That is, facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It went even further though by doing something not actually included in the rulebook. This is providing access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby. These consist of The Crow™ Cinematic Adventure, Escape From New York™ Cinematic Adventure, Highlander Cinematic Adventure, Kong: Skull Island Cinematic Adventure, Pacific Rim Cinematic Adventure, and Total Recall Cinematic Adventure. These showcase at least, what Everyday Heroes can do and are, equally, six good reasons to play Everyday Heroes. Each entry in this Cinematic Adventure series draws on the core film it is based upon as well as extra source material, to provide background material for the setting, new options for Player Characters, advice for the Game Master, and a full-length adventure, ready to play.

Escape From New York™ Cinematic Adventure is the second cinematic adventure sourcebook for Everyday Heroes. It is based on the 1981 film directed by John Carpenter, in which a convicted criminal has to rescue the president of the USA from the maximum security prison that the prisoner is about to be incarcerated in and get out again in order to save the world. The prison is the whole of Manhattan Island, the convicted criminal is decorated war hero turned cynical criminal Snake Plissken, and once you go into New York Max, you never come out again. The film combines fantastic world-building, radical anti-authoritarian themes, and hard-bitten cynicism in a post-apocalyptical setting of a late seventies style New York left to fend for itself. Plus, it has to be said, a really rather good soundtrack. However, the film leaves the Escape From New York™ Cinematic Adventure with a problem. This is that there simply is not enough information in the film to build a world, so the authors have, for example, created a timeline that fits both the world and Snake Plissken’s background. In this, the supplement does draw upon the sequel, Escape from L.A., but that is extent to which the sequel is referenced. Thankfully.

Although the focus of the Escape From New York™ Cinematic Adventure is on the Manhattan of New York Max, it extrapolates a world in which successive Republican presidents intervene heavily in the Middle East, pushing the USA and the USSR into direct conflict with each other, though not a war. War is declared in 1987 when a disguised Soviet tanker explodes and unleashes the Reagent 18 nerve agent. It will kill millions, but many more are turned into psychopathic ‘crazies’ after exposure. There is no cure and when martial law is declared due to the subsequent unrest and the United States Police Force founded to deal with it, both the crazies and criminals beyond rehabilitation from across the USA are incarcerated in the newly established and blockaded New York Maximum Security Prison. This takes place a decade before the events of the film and the Escape From New York™ Cinematic Adventure fills in details here and there, pushing the timeline all the way to 2013 and the end of Escape from L.A. This gives plenty of room still for the Game Master add her own stories and details to the broadly drawn background.

This is supported by details of the US government, the United States Police Force (USPF), and the US military, plus two revolutionary groups—the Guiding Star Family and the National Liberation Front of America (it is the latter that triggers the events of Escape from New York), before moves on to describing New York Max. This covers everything from the levels of security around it and the economy—mostly barter, to the crazies and organisations in the prison. ‘A Number One’, of course, is The Duke, but there are numerous street gangs in the old city too. These are given thumbnail descriptions, as well as their colours and territories. Some of the gangs are more than the traditional idea of gangs—like those depicted in The Warriors—in New York. For example, the Hippies, of course, manufacture recreational drugs, the Flying Dragons are renowned as skilled tailors, the Broadway Boys promote the arts and culture, and the Nightshades have cleared parts of Central Park and its soil of Reagent 18 to grow food. There is good range and variety of gangs given here. A map of Manhattan is marked with their respective turfs along with notable locations of the island, including Broadway, the Empire State Building, and the World Trade Centre. Overall, it is not a huge amount of detail, but it is enough for the Game Master to work with and again, leaves room for her to add her own details.

The new Hero options in
the Escape From New York™ Cinematic Adventure include a number of new Backgrounds and Professions. The former consists of Convict, Legend (such as Snake Plissken, despite the fact that everyone thinks he is dead), New York Native (like Cabbie in the film), and War Veteran (like Bob Hauk in the film), whilst the latter consists of Nightshade Druid, Drug Cook, Fixer, Gang Soldier, Prison Gladiator, and Rat Catcher. Most suggest roles, like Nightshade Druid, a member of the Nightshades gang, on New York Max or why the character is there in terms of the crimes he committed. The Revolutionary Soldier and the USPGF Soldier lend themselves to other origins and explanations for why they are involved with the prison. Three Classes are given. The are the Gutter Rat, Motorhead, and Street Warrior. The Gutter Rat is an Agile Hero who uses a mixture of tricks, charm, lies, a certain slipperiness, and vicious attacks to get what he wants. For example, he has Play the Fool to distract others and Slippery which gives Advantage on checks to escape bonds and grapples, as well as Tricks such as Gloat and Hobbling Strike. The character of Romero, the lieutenant of The Duke, would be a Gutter Rat. The Motorhead is also an Agile Hero, but modeled on the character of Cabbie—as played by Ernest Borgnine. So the Class specialises in driving and piloting, in and out of combat, and his Motor Pool abilities include Daredevil Driver, Quick Fix, and Repo Man. His suggested equipment includes Molotov Cocktails! the Street Warrior is a Strong Hero and is essentially good at fighting, but not more than that. All three Classes are quite specialised, the Street Fighter in particular, but all fit the feel of the film.

As a then alternate future, the technology of Escape from New York looks and is clunky and this is embraced in the Escape From New York™ Cinematic Adventure. It notes the fact that firearms are rare in New York Max and many weapons are improvised or constructed from what was available, such as crossbows and spiked clubs. One notable inclusion is the Fun Gun, tranquiliser pistols firing darts loaded with designer drugs that cause confusion and euphoria in a target. Despite the lack of petrol, vehicles feature heavily in Escape from New York, leading to the possibility of vehicular combat using the rules from
Everyday Heroes. The supplement gives a list of modifications such as body spikes, oil slick devices, and spike droppers which lend themselves to Car Wars or Mad Max style combat, for which the Motorhead Class would be very useful. And course, the list of modifications includes Decorations, so yes, you too, can mount chandeliers on your 1977 Cadillac Fleetwood Brougham if you want to. Which you do—and not just because they give the owner advantage on the first Charisma check in an encounter. Other equipment in the Escape From New York™ Cinematic Adventure includes details of Reagent 18, the Survival Pod used by President Harker to escape Airforce One, and the Vascular Explosive Shot implanted in Snake Plissken to force him to complete the mission.

The new rules are limited to adding Street Cred as a means of handling reputation and trade and the effects of Reagent 18 on the poor unfortunates who would become the crazies. For the Game Master there is advice and discussion of the themes to Escape from New York—the authoritarianism, anarchy versus freedom, street gangs, Science Fiction, and of course, New York itself. This is not in great depth, but it makes the point clear for each theme and it is supported by a series of scenario hooks and a three-act adventure. This is ‘Liberty lost’, a prequel to the film set in 1993 in which a team of five convicted criminals are about to be incarcerated onto New York Max, when they are pulled aside and given a mission which if completed successfully will grant them a presidential pardon each for their crimes. The mission is of course, against the clock. Revolutionaries of the National Liberation Front of America have infiltrated Liberty Island—the base for the USPF’s operations in maintaining the blockade of New York Max—and stolen the arming device for the nuclear bomb planted in the Statue of Liberty that is only meant to be detonated if the walls of the prison completely fail. The revolutionaries have fled on Manhattan Island and are threatening to detonate the bomb in twenty-four hours unless their demands are met. They are shot onto the island via a submarine and once on New York Max, must find their find and fight their way through crazies and gangs, assault the Empire State Building (because), and engage in a street race that is mostly to the death. It is a fairly tightly plotted scenario, but it is attempting to emulate the style of the film and it is to the sound of ticking clock, the countdown to the detonation of the nuclear bomb. The scenario makes use of the various elements and rules presented in the supplement, though only Romero from the film makes an appearance in the scenario. Thematically, the potential destruction of the Statue of Liberty illustrates the limits to which the authorities will go… There are notes too on running a shorter version of the scenario, possibly for a convention, but that would be to miss out on a lot of the fun of the action-packed adventure.

Lastly, ‘The Cast’ chapter provides stats and details of a variety of NPCs and more. They start off with the antagonists from the film including The Duke, President Harker, and Romero, though there are no stats for The Duke’s champion Slag, who is killed by Snake Plissken in a deathmatch. Although there are details for Bob Hauk, USPF commissioner and Rehme, the USPF captain, the Game Master is advised to use stats taken from the Everyday Heroes core rulebook. These are followed by the stats for various NPCs from the scenario, ‘Liberty lost’, then those from the cast of the film—Plissken, Cabbie, the Brain, and Maggie—and lastly, five pre-generated Player Characters for use with ‘Liberty lost’.

Physically, Escape From New York™ Cinematic Adventure is cleanly, tidily presented. Unfortunately, the sourcebook is not illustrated with images from the films and does not illustrate all of the characters from the film. Whilst the artwork instead of using photographs is serviceable enough, they are only approximations of the characters in the film.

The Escape From New York™ Cinematic Adventure is about as a close to a sourcebook for the film as is possible. That it is not more than this, is down to the lack of wider information and background about the setting than the fault of the authors. In fact, the authors have squeezed as much potential out of Escape from New York as they possibly could in the presenting the great world-building of the film and adding to it in order to make it gameable. This is definitely a gaming supplement for fans of Escape from New York and of eighties action and Science Fiction cinema.

Saturday, 22 July 2023

Crow Recall

With Everyday Heroes, publisher
Evil Genius Games did for Dungeons & Dragons, Fifth Edition in 2202 what d20 Modern did for Dungeons & Dragons, Third Edition in 2002. That is, facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It went even further though by doing something not actually included in the rulebook. This is providing access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby. These consist of The Crow™ Cinematic Adventure, Escape From New York™ Cinematic Adventure, Highlander Cinematic Adventure, Kong: Skull Island Cinematic Adventure, Pacific Rim Cinematic Adventure, and Total Recall Cinematic Adventure. These showcase at least, what Everyday Heroes can do and are, equally, six good reasons to play Everyday Heroes. Each entry in this Cinematic Adventure series draws on the core film it is based upon as well as extra source material, to provide background material for the setting, new options for Player Characters, advice for the Game Master, and a full-length adventure, ready to play.

The Crow™ Cinematic Adventure is the first cinematic adventure sourcebook for Everyday Heroes.
This draws specifically upon the 1994 film, The Crow, starring Brandon Lee, and the 1989 comic series by James O’Barr, as well as the 1996 sequel, The Crow: City of Angels. The later sequels are lesser source material for the supplement. This does mean that together, the subject for two halves of the book, scenario and sourcebook, does carry a number of subject warnings and like the comic book and film, is intended for a mature audience, dealing as it does with death and loss, drug addiction, torture, suicide, and other adult subjects. The world of The Crow and thus The Crow™ Cinematic Adventure is one in which the spirits of the dead are real. Their task is to guide the souls of the recently dead to the afterlife that is the underworld, to guard the gates to the underworld, and also return with messages and omens. Yet there are some spirits who escape the Underworld and find a way back to the world of the living—they are the Reborn. If a Reborn has been returned by a Crow spirit, then he too is called ‘The Crow’, but there are many other spirits of the dead—the Butterfly, the Cat, the Moth, and others. Each type of spirit is drawn to particular types of deaths and brings those who suffer them back as Reborn and even bestows particular types of quests related to both the deaths and the types. Guided by their spirits, Reborn walk the Earth again, not as one of the living, but the living dead, tasked with enacting revenge upon those who caused their death and fulfilling the quests set by the spirit. The Reborn find the world as dark and as tragic as they left it, the strong thea desire for a better world no more than a fleeting hope...

The primary new options given in
The Crow™ Cinematic Adventure are for the Player Characters. These Hero Options include a number of new Backgrounds, such as Abused, Cult Escapee, Near-Death Experience, and Suicide Survivor. Already, these showcase the dark side of the setting. The new Professions include those from the seamier and rougher side of life, including Charity worker, Chop Shop Jockey—someone who cuts up stolen vehicles for their parts, stage Magician, Occultist, and Snitch. Many of these are directly inspired by characters in the film, including the Kid and Pawn Shop Owner. Two Classes after given. The Reborn is a Wise Hero who begins with a Spirit Bond, a Reborn Body, and the ability to Vanish at will. The Reborn also has Powers, such as Death’s Power to substitute the Reborn’s Wisdom bonus for the Strength or Dexterity modifier, Share Experience of his past life with another or Force Experience on another. These require the Reborn’s player to spend Focus to activate. The Reborn also has a Mask of Death associated with his Spirit. The Spirit grants its Reborn with benefits such as skill proficiencies and enhancements to the powers it also grants. For example, the Butterfly Spirit has Charming Presence, which allows a reroll on a failed Charisma check, Glamour to change appearances, Serenity to calm someone, and Sweet Nectar to heal others. All of these powers require the expenditure of Focus and they are the gift of the Spirit that the Reborn can use. In some ways they are also the gift of the Game Master, since the Spirit is not under the control of the Reborn and his player, but is instead an NPC. This allows the Spirit to become a character in its own right rather than just an extension of the Reborn. In addition, each Spirit comes with full stats as a Tiny Monster, and a discussion of its character, the souls it is drawn to, and both the type of quests it gives and some sample quests. Eight Spirits are detailed in this fashion in The Crow™ Cinematic Adventure, including the Butterfly, the Cat, the Crow, the Mastiff, the Moth, the Owl, the Snake, and the Spider.

The other option is the Soothsayer, a Smart Hero. The Soothsayer has Talents and Plans. The Talents include ‘As Foretold’ which enables the Soothsayer to substitute one of two twenty-sided his player rolls at the start of each adventure, whilst ‘Blessing of Fortune’ lets him grant a four-sided die as a bonus to other Player Heroes. The Soothsayer’s Plans include Bend Fate, Clairvoyance, Read the Omens, Witness Your End, and more, all of which are enhanced as the Soothsayer rises in Level. In addition to the two new Hero types, The Crow™ Cinematic Adventure lists several new Feats, divided between General and Multiclass Feats. The former includes Knife Fighter, Pyro, and Ritual Lore, whilst the latter includes Soothsayer Training and Advanced Soothsayer Training letting a Player Hero with another Class gain its mystical abilities. Similarly, the Spirit Servant Multiclass Feat enables a Player Hero who is not a Reborn to acquire a Spirit companion.

The only new rules in
The Crow™ Cinematic Adventure are for Ritual Magic. Although several sample rituals are included, the rules in the main are narrative-based. Mechanically, Ritual Magic consists of deciding upon the effects of the spell, researching it, learning it, and then casting the spell. The guidelines are nicely supported with a good example. Conversely, where the rules and advice on handling Ritual Magic in The Crow™ Cinematic Adventure are more than enough for the Game Master to include them in play, the advice for the Game Master for running a scenario or campaign in the style of The Crow comes up short at just two pages. There is advice here on setting the mood, having more than one Reborn—and thus more than one quest—is in play, on playing Spirit allies, and running Ritual Magic (again!), and handling prophetic dreams. However, what the advice does not cover is the setting for scenarios set in the world of The Crow or the types of villains that the Player Heroes might be attempting to enact revenge against. The advice is followed a handful of scenario hooks.

Approximately half of
The Crow™ Cinematic Adventure is dedicated to its adventure, ‘Prayers of the Past’, which even comes with its own soundtrack! The scenario is intended for Player Heroes of Fifth and Sixth Level and can be adjusted to be played with just one player, although the ideal number is five. It can also be run with just the one Reborn Player Hero or multiple Reborn Player Heroes. The set-up involves a Zero Session where the Player Heroes decide upon and play out what happened to the Reborn they are either playing or their Player Heroes know, which can can take a single scene or be developed into a longer session, so that the prequel to the scenario proper plays out as a series of prequels rather the one. Hooks are provided if the players cannot come up their own.

Each of the multiple Session Zeroes takes place in a different city before ‘Prayers of the Past’ draws the Player Heroes back to Detroit and the events of The Crow, coming together at Club Trash in a bloody orgy of revenge and violence. It is a solidly grim affair which works as a one-shot or even a campaign starter, overall, effectively drawing from the source material to create a situation and story which fits within that source material. Safety tools are strongly recommended throughout, if necessary, as the scenario is very much intended for a mature audience. In addition, the staging advice for Game Master is also decent throughout, and in fact, actually better in places than the scant advice given for the Game Master in her own chapter.

Lastly, ‘The Cast’ chapter provides stats and details of a variety of NPCs and more. The NPCs are divided into three categories. The first are general, including ordinary characters as well as spiritual ones, and there are suggestions here too, as to which NPC types to use to portray various characters from both The Crow and The Crow: City of Angels. These NPC types are drawn from both the Everyday Heroes core rulebook and The Crow™ Cinematic Adventure. The second category consists of NPCs for the scenario, ‘Prayers of the Past’, whilst the third consists of protagonists from both The Crow and The Crow: City of Angels. This includes Eric Draven, Darryl Albrecht, Sarah, and others. The more consists of five pre-generated Player Heroes, including a Soothsayer, an Omen of Disaster (a Reborn with a Moth Spirit bond), an Omen of Vengeance (a Reborn with a Snake Spirit bond), an Omen of Love (a Reborn with a Butterfly Spirit bond), and an Omen of Pain (a Reborn with a Crow Spirit bond). These support the scenario being played with multiple Reborn,

Physically, The Crow™ Cinematic Adventure is cleanly, tidily presented. Unfortunately, the sourcebook is not illustrated with images from the films, but the artwork in their stead is decent. However, the book does need another edit in places.

The Crow™ Cinematic Adventure is not a sourcebook for the world of The Crow—either the comics or the films. There is some background, more sufficient to do what
The Crow™ Cinematic Adventure is designed to do rather than be exhaustive. What The Crow™ Cinematic Adventure is designed to do is present the means and tools for a Game Master to run and her players to roleplay a scenario or campaign in the style of The Crow and within the world of The Crow—and this, bar the underwhelming advice for Game Master—it succeeds at. The Crow™ Cinematic Adventure is a solid first entry in the series of Cinematic Adventures for Everyday Heroes, expanding it into the realms of the mystical and with new Player Hero options and a good scenario, bringing world of The Crow to the gaming table.

Sunday, 25 June 2023

Everyday Endeavours

Everyday Heroes
is the spiritual successor to d20 Modern. What d20 Modern did for Dungeons & Dragons, Third Edition in 2002, Everyday Heroes does for Dungeons & Dragons, Fifth Edition in 2202. It is designed to facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It can cover military or mercenary scenarios, police procedurals, urban fantasy and investigating the supernatural, visits to lost worlds, conspiracy thrillers, dinosaur rampages, face-offs against killer robots (whether from the future or not), run or defuse scams, and more. Although it does not delve into any one of these genres or scenarios in any depth, the core rulebook provides all of the rules and the mechanical tools the Game Master will need to run and her players to roleplay them. There are tweaks and adjustments throughout the rules to account for the modern genre, but the core rules remain faithful, and will be familiar, to anyone who has played Dungeons & Dragons, Fifth Edition. In keeping with the setting, all of the Player Characters are human, and in keeping with the scale and concept of ‘Everyday Heroes’, are limited to between Levels one and ten. Further, Everyday Heroes provides some twenty character Classes, divided into six Archetypes, modern skills, proficiencies, and feats, rules for modern gun combat, vehicles and chases, hacking, modern environments and hazards, and a bestiary. Essentially, all of the tools the Game Master needs to run a campaign today.

Everyday Heroes is published by Evil Genius Games, following a successful Kickstarter campaign and begins with the Player Character. Everyday Heroes is a Class and Level roleplaying game, so it begins there, along with the six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. A Player Character also has a Background and a Profession, which each provide languages known, Proficiencies, Iconic Equipment, Ability increases, and a Special Feature; and an Archetype and Class. Backgrounds can be Activist, Book Worm, Caregiver, Misfit, Social Butterfly, and more, whilst the professions include Academia, Creative, Law, Trades, and so on. There are six Archetypes—Strong, Agile, Tough, Smart, Wise, and Charisma—corresponding to the six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These are divided into three or four Classes. So, the Brawler and Heavy Gunner fall into the Strong Archetype, the Scoundrel and the Sharpshooter into the Agile Archetype, the Commando and the Bodyguard into the Tough Archetype, the Engineer and the Hacker into the Smart Archetype, the Hunter and the Sleuth into the Wise Archetype, and the Duellist and the Leader into the Charming Archetype. Together, Archetype and Class provides a Player Character’s Hit Dice, Defence rating, Proficiency Bonus, Talents, and Feats. The latter, Feats, are intrinsic part of Player Character development in Everyday Heroes.

Creating a Player Character in Everyday Heroes is a matter of making choices. A player selects his character’s Background, Profession, Archetype, and Class, and decides on the options they provide. He has the choice of determining his abilities randomly (roll four six-sided dice, discarded the lowest), assigning points, or using an array. The process is relatively straightforward and enables a player a wide range of character types. A player can decide to specialise in his choice of Background, Profession, Archetype, and Class. For example, a hacker could have Gamer as a Background, Information Technology as a Profession, and then the Smart Hero Archetype and the Hacker Class. Or he could mix and match to reflect wider experience. For example, an Ordinary Background could lead to the Emergency Services Profession and then be a Smart Archetype and the Scientist Class or a Tough Archetype and the Bodyguard Class. Notably though, the twenty Classes are also divided by complexity. Thus, the Heavy Gunner is a Simple Class, the Hacker a Complex Class, and the Leader a Medium Class in terms of their relative complexities. This is a useful guide for the players and can influence their choices when it comes to creating characters. Lastly, a player decides on his character’s Motivation, Attachments, Beliefs, Virtues, Flaws, and Quirks. As a Player Character advances in Level, he will improve via new or better Talents, Feats—some general, some specific to the Class and Archetype, Hit Points, and Proficiency Rating, so on.

Name: Henry Brinded III
Archetype: Mastermind Level: 1
Background: Bookworm
Profession: Military
Motivation: Duty Attachment: Family Belief: Not so much a statement of belief as a methodology
Role: Intellectual Virtue: Thoughtful Flaw: Nosy Quirk: Claps when excited

Strength 11 Dexterity 15 (+2) Constitution 15 (+2)
Intelligence 19 (+4) Wisdom 15 (+2) Charisma 16 (+3)
Defence: 14
Hit Points: 8
Passive Perception: 14
Proficiency Bonus: +2
Skills: Athletics +2, Computers +6, Insight +4, Investigation +8, Perception +4, Persuasion +7, Social Sciences +6, Stealth +4
Mental Expertise: Insight, Persuasion
Skill Proficiencies: Athletics, Computers, Insight, Investigation, Perception, Persuasion, Social Sciences, Stealth
Saving Throw Proficiencies: Intelligence, Wisdom
Equipment Proficiencies: Basic Equipment, Advanced Equipment, Military Equipment
Languages: English, Latin, Spanish
Talents: Plans, Genius, Know-It-All, You’re Doing It Wrong
Special Features: Have You Ever Read?, Servicemember

Everyday Heroes includes a lengthy equipment section. Starting equipment is handled via equipment packs, such as a Hacker Pack or a Weekend Warrior Pack, but the extensive list includes weapons of all types—from knives and 9 mm handguns to rocket launchers and tanks, vehicles from bicycles, golf carts, pickup trucks, and bulldozers to tanks, eighteen-wheeler trucks, wingsuits, and bullet trains. The vehicles and weapons are listed by type rather than name and model, but it is easy for the Game Master and player to assign these details if they want them in their game.

Mechanically, the core rules of Everyday Heroes are the same as those of Dungeons & Dragons, Fifth Edition. Throw a twenty-sided die and add Ability and Proficiency bonuses as appropriate, the aim being to roll equal to, or higher than, a Difficulty Class, which ranges from ten for Easy, fifteen for Challenging, twenty for Difficult, and so on. The rules for Advantage and Disadvantage also work as they do in Dungeons & Dragons, Fifth Edition. Saving throws are based on the six abilities. Combat works the same too, but changes have been made to account for modern conflict. This includes firearms capable of suppressive fire and burst fire, as well as the use of explosive devices. Armour Class is replaced by a Defence value, which represents how hard a target is to hit, and can come from the cover a target is behind or the innate ability of a target to avoid being hit. Personal armour worn has an Armour Value. If the Penetration Value of an attack is higher than the Armour Value, the attack has penetrated the armour without reducing any of the damage, but if the Armour Value is higher than the Penetration Value, than an Armour Saving Throw can be made. A successful saving throw prevents all damage, but damages the armour, reducing its effectiveness, whilst a failed saving throw stops none of the damage.

The rules also cover environmental challenges such as dehydration and underwater combat, using companions—the Hunter Class has animal companions and the Engineer Class robot companions, laying and disabling traps, and of course, chases and vehicles. Vehicles have their own ratings for Strength, Dexterity, and Constitution, Armour Value, and in some cases, special abilities particular to the vehicle. Chases, whether on foot or by vehicle, are played out round by round, with the participants accumulating Chase Points. The aim is acquire more than the other participants before the end of the chase, by overcoming hazards or challenges like dodging around two men carrying a long rolled up carpet or leaping from one building to the next. Success grants a participant Chase Points, failure Chase Points to his opponent. The chase rules scale up to take account of vehicles and combat, including actions such as aiming at tires, ramming, and the like.

For the Game Master, there is advice on handling the rules, including chases—the latter with lots of complications to throw into the path of the Player Character in a wide variety of environments, different types of encounters, computer hacking and security, and more. The advice on hacking is to keep its use in check lest it become too powerful a feature of the game, but the rules handle it in a simple enough fashion, also avoiding it becoming too technical. They make a point that the Security and Deception skills are as equally important as the Computer skill. There is guidance too on common, but often difficult situations in modern set games, such as snipers, standoffs, and calling in the authorities, which is so obvious in its inclusion, but so very helpful. Optional rules cover sudden death, tracking ammunition, poison, injuries above beyond simple Hit Point loss, diseases, and recreational drugs. Advice for the Game Master begins with the basics and builds from there, including ‘Saying, “Yes, and…”’, giving time in the spotlight for each Player Character, and knowing the players and their play styles. It also examines adventure structure and creation and some of the key points of the genres that Everyday Heroes is designed to cover—action, adventure, comedy, drama, horror, mystery, and survival.

Almost a fifth of Everyday Heroes dedicated to opponents and allies, and it is here that Everyday Heroes goes further than suggesting the various genres and settings and types of scenarios which can be run using its rules. There are numerous ordinary NPCs from all walks of life, but these are joined by cultists, crazed maniacs, mad scientists, and slashers. Alongside these, there are robots and animals, including a swarm of piranha, before the selection delves into historic and prehistoric NPCs, Science Fiction aliens and bugs, futuristic robots, mutants, and supernatural creatures from demons and vampires to zombies and werewolves. Variants are included too, so for zombies, there are zombie bloaters, zombie dogs, zombie lickers, and elite zombie warriors. These are all ready for the Game Master to use and build as part of a scenario.

Physically, Everyday Heroes is very well presented. It is well written, easy to read, and comes with a good index. The artwork varies in quality a little, but is all decent enough. Also included is an appendix of the changes between Everyday Heroes and Dungeons & Dragons, Fifth Edition. This is useful, but would have been more useful if page references had been included.

There is one final addition to Everyday Heroes which is not included in the core rulebook. This is access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby. These consist of The Crow™ Cinematic Adventure, Escape From New York™ Cinematic Adventure, Highlander Cinematic Adventure, Kong: Skull Island Cinematic Adventure, Pacific Rim Cinematic Adventure, and Total Recall Cinematic Adventure. These showcase at least, what Everyday Heroes can do and are, equally, six good reasons to play Everyday Heroes. Beyond these of course, there is plenty of scope for supplements which could explore the genres suggested in the Everyday Heroes core rulebook, as well as other support and useable content.

Everyday Heroes takes the bones of the Dungeons & Dragons, Fifth Edition rules and adjusts them with a surprising degree of comfort to fit the modern day. From that basis, the core rules fleshes out the here and now with a wide range of Player Character options and monsters and NPCs which together lend themselves to genres and settings both ordinary and outré. In between there is literally all of the rules, backed up with solid advice, needed to support a modern day set roleplaying campaign. With Everyday Heroes, Evil Genius Games has not so much created the spiritual successor to d20 Modern, as taken on its mantle.