Call of Cthulhu 7th Edition

From: Chaosium Inc.
Reviewed by: Ron McClung

Call of Cthulhu 7th Edition is a new RPG Core Rule Book from Chaosium Inc..

For a long time, since the late 80s, I have been playing Call of Cthulhu in its various forms, off and on.  Some would say that it is one of my better games.  I had gotten used to the idiosyncrasies of the simple and rather abstract system but found myself often wanting more structure and definition in the system.  With games like 3rd edition D&D, followed by Savage Worlds and now 5th Edition D&D, it has driven my need for a little more “game” in my Call of Cthulhu game.

Call of Cthulhu has gone through six editions (of which I have 5 on my shelf) with very little change to the system or game structure.  The game mechanics stayed the same.  The lore expanded quite often and the focus remained on the story.  I am all for the story focus but my yearning for more game continued.

From page # 10: “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.”

Apparently I was not the only one because 7th edition is a huge change in the game system.  What amazes me is that the game system remained backward compatible to the previous editions, something a lot of game system designers need to learn.  This review will focus primarily on the changes made to the system and not Call of Cthulhu role play game product.  I feel that it has been around long enough that people at least know what it is.  If you don’t, you need to get out of your D&D or Pathfinder focused world and try new things.

The first of the biggest changes is the core task resolution mechanic.  The previous editions had a simple mechanic based around a percentile roll.  Center to that system was something called the Resistance Table.  When the time arose where you had to pit a character’s stat against another – say Strength vs. Strength – you would use the Resistance table.  Many did not like the table.  Well, to those that didn’t, you will be happy to know it is gone.  It has been replaced by a simple success level system that helps you measure how well you did at a task, something also missing from the old system.

Before I get into the new integrated Difficulty/Success system, I should also talk about the new characteristics and skill system.  Everything is unified into a percentile system, even the characters’ ability scores.  Gone are the classic old-school 3d6 values.  Also a couple of the old characteristics are either modified or taken out completely.  No more IDEA roll (replaced by a simple Intelligence roll) and Luck is significantly changed into a much more interesting mechanic.

The final major core change is the Difficulty/Success.  Finally you know how difficult things are and how well you do.  Difficulty is measured in 3 levels – Regular, Hard and Extreme.  Regular is your base percentage in the skill, Hard is half and Extreme is one-fifth.  Everything is measured in this manner.  Levels of success can be conversely measured in this way.

These core changes are by far not all the only changes, but they are the the things that change what was Call of Cthulhu (CoC). I think unification of the game mechanic was probably long overdue.  The 3d6 based stats were a throwback to old school days and CoC was in dire need of a modern upgrade.  I can appreciate the intelligence that went into doing this and even though many old school CoC gamers might struggle with it, it definitely feels more natural now.

Core to any Call of Cthulhu game is Sanity and it is left untouched.  The new edition does however add a few subtle nuances that enhance even the smallest loss of sanity. Maximum Sanity, Temporary, Indefinite, and Permanent Insanity are still in place but tweaked to some degree or another.  Temporary and Indefinite Insanity are tweaked a little more with a new system of determining their effects – called Bouts of Madness.  Integrated in this is some of the new aspects to the character sheet (called Back Story, explained later).  Also, further manifestations of the madness may occur in real time (roll on a table for effects) or in summary (GM summarizes effects).

After the (usually) short term effects of the bouts, the usually more long term underlying insanity is dealt with.  Deeper effects of insanity can develop manias, phobias, delusions and other fun stuff.   An interesting addition to this is something called a Reality Check.  This is used like the classic D&D “disbelieve” roll against illusionary or hallucinatory effects, primarily brought on by Insanity.  If the person fails the Reality Check, they lose sanity and suffer from a Bout of madness.  I found that interesting and useful.

From page 28: “Most demonical of all shocks is that of the abysmally unexpected and grotesquely unbelievable. – H.P. Lovecraft, The Outsider

The remaining changes that stand out to me are basically what I would call add-ons to the system.  Most, if not all, of these add-ons are well designed into the system and make sense.  They enhance the system in a very positive and playable way.  I feel there was some real thought and intelligence put into them.

Many systems today have worked in a way to either re-roll or add “advantage” or “disadvantage’ dice.  CoC 7e has added something called Bonus and Penalty dice to the existing percentile system.  Certain times in the game the keeper might say you gain a bonus or penalty dice.  The player then rolls an additional 10-sider that acts as an additional 10s-place die.  Depending on whether the die is bonus or penalty, you pick the lowest or highest respectively.  I do like this new addition to the mechanic.  It makes things much more dynamic without adding any more complication.  This was obviously born of a need to make the CoC game more heroic and survivable.  There are some that believe that you should have a chance to survive a CoC game (silly mortals).  The nice thing about this is that you can be modular about it and choose not to use that rule if you don’t like it.

They also added an additional way to help the characters – the ability to Push your skill rolls.  This is used in instances of dire need or when players really want to succeed.  With the Keepers permission, the player may make a second roll on an already failed skill roll.  The skill and the difficulty doesn’t change but it may be modified based on the situation.  The Keeper must decide on possible consequences of the push, which may be more unfortunate than the simple failure.

As mentioned before, Luck is somewhat changed from the straight forward roll that most are used to.  It is more integrated as a game mechanic.  The original percentile roll remains the same; however, it has been converted to something like Sanity on a declining scale.  As an optional rule, you can spend Luck points to modify rolls, on a 1 to 1 point basis.  However Luck may not be spent on Luck rolls, damage rolls, Sanity rolls, or rolls to determine the amount of Sanity points lost.  In sense, you get a game-based way to feel your luck running out.

Character Back Story is also a new aspect added to the character generation system and used in various places in the game system.  Much like Fate and their aspects, the CoC 7e character generation system asks you to list various aspects of your character and provides a few tables to help you along the way.  The six basic Back story elements are Personal Description, Ideology/Beliefs, Significant People, Meaningful Locations, Treasured Possessions, and Traits.  This is not only used to flesh out your character but also can be modified, removed, and added to by various events within the game system.

The Magic System is not something I delve into in game that much.  From what I can tell, there are a few minor tweaks but for the most part, the heart of the Magic is still in the game.  It integrates the Push aspect of the new system and some other minor changes, but overall it preserves the essence of the original system.

From a layout point of view, I am really impressed on the book itself.  The artwork is great, better than any other edition before.

In conclusion, this is a fantastic update to classic game in need of a major update. It has a much more modern feel to it.  The changes are intelligent and the backwards compatibility is a breath of fresh air in an industry where new editions completely throw out old editions with one paragraph of rules.

For more details on Chaosium Inc.and their new RPG Core Rule BookCall of Cthulhu 7th Edition” check them out at their website http:// www.chaosium.com, and at all of your local game stores.

Codex Rating: 19

Product Summary

Call of Cthulhu 7th Edition
From: Chaosium Inc.
Type of Game: RPG Core Rule Book
Written by: Sandy Petersen, Lynn Willis.  Revised 7th Edition: Paul Fricker and Mike Mason.
Editorial: Scott Dorward, Badger McInnes, Mike Mason, Charlie Krank
Design Format: Badger McInnes and Mike Mason
Layout: Badger McInnes, Nicholas Nacario, Charlie Krank
Art Direction: Mike Mason, Meghan McLean, Daniel Skomorowski
Cover Illustration: Sam Lamont
Chapter Illustrations: Jonathan Wyke, Paul Carrick, Rob Gould, François Launet, Victor Leza, Charles Wong, Mike Perry, Nicholas Cloister, Antonio Luis, Kalli Schulz
Interior Illustrations: Rachel Kahn, Grilla, Chris Huth, Loïc Muzy, Paul Carrick, Scott Neil, Jonathan Wyke, Victor Leza, Sam Lamont, Celeste Burcham, Caryad, Antonio Mainez, Tom Sullivan, Marco Morte
Cartography: Steff Worthington
Number of Pages: 448
Retail Price: $27.95 (PDF) (US)
Website: www.chaosium.com

Reviewed by: Ron McClung

Cold Harvest: Roleplaying during the Great Purges

From: Chaosium, Inc.

Reviewed by: Ron McClung

Cold Harvest: Roleplaying during the Great Purges is a new RPG Sourcebook/Adventure from Chaosium, Inc..

I have seen a lot of different historical approaches to Call of Cthulhu.  Throughout man’s history, there are some pretty horrific periods.  But few periods are more unique than the horrific period of the Soviet Great Purges.  I was surprised and a little intrigued when the author handed me this booklet.  I would even guess that this part of history is not really taught all that much, at least on the pre-college level.  But if you dig deep into the terrible rise of communism in Russia, you will not only be shocked at the cruelty but perhaps inspired like Chad was when he wrote this.

From the back cover: “All is not well at Krasivyi Oktbyr-3, a collective farm hidden away in the wilds of central Russia.

The book itself is primarily a single adventure during the Great Purges of the 1930s in Soviet Russia.  However, it is a good sampling on how to role play in such a dark time in history.  At the heart of the adventure is a dark and ancient secret hidden underneath an obscure farm village or sovkhoz.  If the Keeper is running this as a one shot and not part of a campaign, the investigators are agents from the Soviet NKVD – the ministry of the Soviet government responsible for security and law enforcement.  This is one of the primary arms of Soviet oppression across the country.

Unlike many typical Call of Cthulhu adventures, this adventure focuses strongly on role play and storytelling.  I am not saying the typical CoC adventure does not have role play but there is also a strong element of pulp action or creature fighting in a typical CoC adventure.  This adventure is very low key and much of the horror in the game is man-made.  There is also mythos element in the adventure but it is not intended by the writer for the players to come face to face with it.  Instead, the players are faced with a dark and difficult decision in the end.

In an effort to help the Keeper focus on role play and portray each NPC uniquely, the writer adds notes on how to portray each important NPC in the story.  With the adventure primarily focused on role play and story, there is only one way to get that story and role play out – through non players characters (NPCs).  And there are quite a few of them.  The Keeper needs to help the players discern between each one.  I like the fact that the writer added this.  It is very difficult at times for a Keeper to portray the NPCs distinct enough that the player can tell who they are dealing with just by the Keeper’s role play.  I recommend, however, that they Keeper come up with short names for each because stumbling over the Russian names is going to make things difficult.

From the back cover: “A fall-off in production has come to the attention of the Soviet authorities and communications are down.

The writer put a lot of work into the historical aspects of the book, to help the Keeper and players immerse themselves into the setting.  He goes to considerable length to describe the world of an NKVD agent without making it a history lesson on the Great Purge.  This is essential to help stimulate the role play and story in an otherwise obscure setting that most players may not be familiar with. My favorite part is a few paragraphs explaining the rivalry between the NKVD and the GRU (foreign intelligence agency).  Nothing produces more role play than internal conflict amongst the group.  Placing a GRU undercover agent would almost be a requirement when I run this.

The adventure itself is well written and free flowing.  The investigators arrive at the scene and then the rest is up to them.  Only a few things have to happen but the rest is up to them.  The Keeper is left in charge of the ancient evil, opening up all kinds of possibilities.  The investigation pulls the players not only into a dark mythos story but also the politics and intrigue of a small farm town trying to be an asset to the State.  This is where a bulk of the NPCs are presented and the importance of good role play for the Keeper comes in.  At many points throughout the adventure, the investigators are faced with NKVD-relevant situations and are forced to make hard decisions.

It should be noted that this adventure is written for Call of Cthulhu 7th Edition, however, there are conversion notes to previous editions in the appendices.  You can see my review of CoC 7e here.

In conclusion,  while very subdued and subtle, the adventure is a great opportunity to step into someone else’s shoes that is completely foreign and unique to most players.  It creates some very uncomfortable and morally challenging situations and makes for a great story.  And in the end, if the players are successful, they can save a town for certain death by sending them off to a labor camp, if they so choose.  I think this adventure works best as a one shot and it even supplies pre-generated characters for the purpose.  I am nto sure if the adventure would fit in a normal 4 hour slot but I am definitely going to find out.

The irony of this adventure is the general mythos plot of the whole thing can be placed anywhere.  What makes it unique and fun is the setting and the type of role play that can come out of it.  It is the simplest of mythos plots, but because of when and where it is, it makes for a great gaming experience.

For more details on Chaosium, Inc. and their new RPG Sourcebook/Adventure Cold Harvest: Roleplaying during the Great Purges check them out at their website http://www.chaosium.com, and at all of your local game stores.

Codex Rating: 18

Product Summary

Cold Harvest: Roleplaying during the Great Purges

From: Chaosium, Inc.

Type of Game: RPG Sourcebook/Adventure

Written by: Chad J Bowser

Contributing Authors: Mike Mason

Cover Art by: Fifa Finnadottir

Additional Art by:  Fifa Finnadottir

Number of Pages: 64

Game Components Included: Adventure Booklet

Game Components Not Included: Core RPG rulebook

Website: http://www.chaosium.com

Reviewed by: Ron McClung

Ships of Clement Sector 2: Vulkan-class Attack Boat Tender

From: Gypsy Knights Games
Reviewed by: Ron McClung

Ships of Clement Sector 2: Vulkan-class Attack Boat Tender is a new RPG Supplement from Gypsy Knights Games.

I have reviewed a lot of the Clement Sector line.  I think it is clear I find the setting subtly inspiring and creative.  If you like gritty realistic campaign settings, this is the setting you are looking for.  It is versatile but also grounded.

Ships of Clement Sector is a series of small supplements that not only gives you details of a very useful ship, but it also gives you an inspiring background behind the development of that ship.  Most people would breeze over that, but in a setting like Clement, the development of a new line of ships is a big deal.  The politics behind the development of a ship like this can inspire an adventure easily.

From page #4: “Since becoming stranded here in the Clement Sector her life had taken a new turn with the introduction of these new attack boats, officially called Schnell Angriffsboot and Torpedieren Sie Angriffsboot. For the English speaking officers and crew in the Hub Federation Navy, they were more commonly known as Fast Attack Boats and Torpedo Attack Boats respectively, … ”

Of course the bulk of the PDF is made up of layouts of the ship.  The Vulkan-class Attack Boat Tender was built based on an old school concept of British World War II Motored Gun Boats/Motored Torpedo Boats and a modern concept of a tender that carries a number of these boats.  The end result is a very practical carrier or tender ship with 12 gun boat ships attached to it.

From page #4: “… and as far from the designs of the assault landers as you could get while still being called a small craft. It was as similar a difference as the distance of the Loire or Seine rivers at home on the other side of the conduit from here.”

The supplement details the various types of attack boats – a fast attack boat bristling with energy weapons and missiles; a torpedo attack boat with large anti-ship torpedoes, and Advanced Space Reconnaissance and Control (ASRAC) boat.  These ships are sleek and cool looking.  The renderings for each ship is top-notch, as I have come to expect from Gypsy Knights.  The ship deck plans are also easily used for combat maps if needed.

Also included are details on the tender ship that carries 12 of the gun boats.  It has a very practical and believable design.  It includes a launch which is also detailed and mapped out.  Collectively, this ship can act as a central ship for a player party and an attack boat their ship.

Scattered throughout the PDF is a well-written short story that also helps inspire you with game ideas.  Along with that is fuselage art from various squadrons of attack boats, which add a very cool feel to the whole supplement.

In conclusion, this is an inspiring supplement with a very cool idea for a ship.  I would use this in most any sci-fi setting.

For more details on Gypsy Knights Games and their new RPG SupplementShips of Clement Sector 2: Vulkan-class Attack Boat Tender” check them out at their website http://www.gypsyknightsgames.com.

Codex Rating: 18

Product Summary

Ships of Clement Sector 2: Vulkan-class Attack Boat Tender
From: Gypsy Knights Games
Type of Game: RPG Supplement
Author: Michael Johnson
Cover Artists:
Ian Stead
Ian Stead, Michael Johnson, Bradley Warnes
Curtis Rickman
Number of Pages: 49
Game Components Included: One PDF
Game Components Not Included: Core Traveller rulebooks
Retail Price: $5.99(US)
Website: www.gypsyknightsgames.com

Reviewed by: Ron McClung

D6 x D6 RPG

D6 x D6 RPG
From: Popcorn Press
Reviewed by: Joseph Martin

D6 x D6 RPG is a new RPG from Popcorn Press.

Writing a successful generic/genre independent RPG rules set is a difficult task. Lester Smith and crew have done a good job on this one. Twenty-nine pages encompass all the crunch and rules for the system. That small amount of typed space contains enough gaming potential to appease even the most jaded gamer.

From page 6: “It’s our opinion that dice ought to clack together in your hand.

One thing that makes this game different from others is its dice mechanic. Like the name says, you roll two standard six-siders. You then multiply them. The result is then compared against the Focus Number, which is the character’s total number of abilities. If it is an ability you are trained in, you are hoping for a high number. If it is an untrained ability, a low one. Once you play around with it you will find it to be a straight forward and effective system.

Character creation is quick and easy. You could easily take longer with a concept than the actual number crunching. There are only four attributes to worry about but they do a nice job of covering all the basics. After choosing an occupation and skills you are practically done.

Sample occupations, skills and sample characters are given. While the given skills and occupations might easily cover what you want your character to do, the game suggests adding your own to fit your campaign.

The combat rules are relatively straight forward. Damage is also pretty close to realistic. If you are playing in a setting where you do not have access to magic or super-science for instant healing, beware of getting hurt!

From page 20: “With this set of guidelines, players can adventure in any of their favorite worlds…

While it’s a good set of rules the real wonder here are the sample settings. Taken from books, games and the mind of the author, they complete the rules with examples that will allow for an easy transition to a home game based on practically anything.

With the versatility this set of rules offers I can see a game master running anything from a standard swords and sorcery fantasy campaign, a gritty noir detective campaign, a steampunk 1800’s campaign or even something out of a licensed product about gates allowing travel between worlds based on ancient Egyptian mythos or a campaign based on a time traveler and his companions riding in an odd blue box…

In conclusion, this one is a rare gem. While described by the author as being ‘rules light’ it accomplishes a lot with just a little for sure. I see this as more of a set of guidelines and examples for making your own campaign – a toolbox you might say. If you are willing to spend a little time detailing a few skills, occupations and gadgets for your campaign, this could be the generic set of rules you have been hoping for.

For more details on Popcorn Press and their new RPG “D6 x D6 RPG” check them out at their website http://www.PopcornPress.com, and at all of your local game stores.

Codex Rating: 18

Product Summary

D6 x D6 RPG From: Popcorn Press
Type of Game: RPG
Written by: Lester Smith
Game Design by: Lester Smith
Cover Art by: Katheryn Smith
Number of Pages: 68
Retail Price: $19.99 (Print)
Item Number: 66001
Email: contact@popcornpress.com
Website: http://www.PopcornPress.com

Reviewed by: Joey Martin

AMP: Year One Review

AMP: Year One

From: Third Eye Games

Reviewed by:W. E. Mitchell

AMP: Year One is a new Superhero RPG from Third Eye Games.

Have you ever wanted to tear apart your enemies using twisted powers of unholy science? Does this idea repel your heroic sensibilities? Then Third Eye Games has the RPG setting for you!

From the website:
The year is 2015 and the world is getting its first taste of super-powered individuals making their presence known all around the globe.

In the AMP setting superpowers are the result of genetic modification in an attempt to create a super solider back in the early 20th century. These experiments continued for decades without any positive results. Now in the 21rst century the descendants of those original test subjects begin showing wonderful powers. These individuals are said to have Accelerated Mutant Potential, or AMP’s for short. The players build a character who has this AMP. The arrival of these AMP’s has had a huge impact on the world. The chaos and interplay of various factions makes for a setting rife for adventurous and villainous potential.

From the website:
Powered by the new DGS-Combo system, every roll of the die is packed with excitement. Players can use the easy-to-learn rules to create their own AMP and pick from over 50 unique powers or choose one of more than 20 pregenerated AMPs and jump right into the action.

Superhero RPG systems tend to be very complicated in order to accommodate the vast array of imaginative powers superheros can have. While not as straight forward as World of Darkness or Cosmic Patrol, AMP:Y1 has a more simplified character creation system.

Each AMP’s powers come from a self-explanatory category called a Strain: Elemental, Bulk, Blaster, Shifter, Mindbender, Shaper, Feral, Traveler, and Psyche. Each of these strains has a short list of associated powers which players spend points to obtain. Mixing and matching is possible, but points are limited. While not as exhaustive as other systems, AMP:Y1 allows a decent amount of customization without the risk of lethal papercuts from flipping through tomes of pages.

As for the actual mechanics of game play, AMP:Y1 uses a variation of the Dynamic Gaming System called DGS Combo. This is a straightforward system that combines two different skills scores and a d20 roll. This number needs to be higher than the difficulty for the task set by the Game Master. These rolls can also be affected by selected powers as well as gifts/disadvantages similar to the World of Darkness system. The system works the same for using super powers. The AMP takes a power and a skill value and then adds them to a d20 roll.

In conclusion,
AMP:Y1 has an interesting setting that allows for a lot of imaginative play. However, this reliance of the rules on the setting makes AMP:Y1 rules a little difficult to use in a different setting. Yet the ease of character creation and the straightforward nature of the gameplay mechanic ensures that it won’t get in the way of the story. This game system is a decent system for fans of superhero RPG’s if not quite as customizable as Mutant and Masterminds.

For more details on Third Eye Games and their new Superhero RPG “AMP: Year One” check them out at their website http://http://thirdeyegames.net/, and at all of your local game stores.

Codex Rating: 11

Product Summary

AMP: Year One

From: Third Eye Games

Type of Game: Superhero RPG

Written by: Eloy Lasanta

Edited by: Carol Darnell

Game Design by: Eloy Lasanta

Layout and Typesetting by by: Eloy Lasanta

Cover Art by: Maxim Lardinois

Additional Art by: Maxim Lardinois and Daniel Oshouki

Number of Pages: 254

Game Components Included: Core Rulebook

Game Components Not Included: Printed Character Sheets, dice

Retail Price: $36.99(US)

Retail Price: $46.82 (Can)

Number of Players: As many or as few as the GM is comfortable running

Player Ages: Varies according to GM preference

Play Time: Varies

Item Number: 3EG601

ISBN: 978-0-9848266-9-8

Email: eloy@thirdeyegames.net

Website: http://thirdeyegames.net/

Reviewed by:W. E. Mitchell

After Play-test Report: Kromore

From: Raex Games Publishing
Reviewed by: Ron McClung

Kromore Role Playing Game & Campaign Setting is a RPG Core Rulebook from Raex Games Publishing.  This is a summary of a short playtest of this game.

My playtest of Kromore was two fold: (1) character generation and (2) short combat.  I actually developed a cool idea for a one-shot adventure but wanted to first see how the game played out.  We are veteran players 42 years old and older, with a lot of gaming experience between us.

Some writers put together a rulebook very modular and understand that a game master may not read the entire rulebook cover to cover at first, especially of the rulebook is 350+ pages. Before I dedicate myself to a 350 RPG, I need to be able to clearly understand what I am investing myself into.  Rules need to be placed modular in their proper locations  of the rulebook so they can be easily referenced and note spread out or even assumed.  At first try, I want to get a taste of the game and in doing that, I need to be able to reference the basics of the game quickly.

The best thing I think a writer can do is write up a simple quick start set of rules and a supply an short adventure to get a GM started. Clearly state all the rules in the sections they belong, and establish clear conventions of your mechanics first and foremost. However, in truth, many writer don’t do this the first time, which is why second or revised editions are released.

Kromore suffers from some of these missteps in the writing, as we discover in our play-test.  As i struggled to clearly understand some of the concepts, I was flipping a lot of pages and found reference to various rules in odd places.  I found myself begging for more examples.  Of course I realize that more examples could easily make the book 400 pages but perhaps the writer could post examples on the web site in a download section.

As a GM, I really would have liked higher resolution maps so I can get a better feel of the setting.  This is something else that could be placed in the download section.  It might be nitpicky, but the fonts used on the map made the wording harder to read as well.

We first did character generation.  That went fairly smoothly once we had our concepts down.  To make it quick, I assigned concepts to each player – warrior, magic user and rogue.  They set out to find the best ways to make a 1st tier character based on that.  The slowest part of character generation was the origin story, using the complex flowchart.  But once the players got through that, they really did have a good feel for their character and began to take ownership of it.  They liked the potential of versatility in the class or profession system, and the ability enhancement added more variety.

Once made, the characters had some pretty good numbers.  In some areas they felt like first level characters but in others they really felt effective.  I set up a short combat with a couple of beast men, and wasn’t sure how it would go.  There is not a lot of choices to throw at a 1st level party, but you can learn a lot from more challenging situations.  It went fairly quickly and we definitely discovered several areas we need more clearer understanding before we tried it out again.

In play, we struggled with several things with our play-test that would have been easily solved with examples, perhaps a little editing and clearer definitions of game mechanic conventions.  Understanding when to use the attributes as dice or as modifiers is not clearly defined.  This is a key convention mechanic that needs to be explained a little clearer, I feel.

We tried out some basic spell use and it does not seem to be very balanced and we saw some scaling issues with it. Example was fire ball.  There are 5 layers of fire ball ability that one can take and each layer, there is more damage.  However, it is very easy to dodge the fire ball and makes it totally ineffective.  There should have been (and might be, but I could not find it) a means to allocate the points you exceed the spell cast test to make it harder for targets to dodge the fireball. Also, throwing magic around also seems to depart from the one-roll concept that is in combat and that confused me at first.  First your roll focus to cast and then you roll damage.  I think there needs to be a little more consistency in that area.

The aspect called Hero Points was something I missed in the previous review.  In Savage Worlds, we call them Bennies, and in 5th edition D&D, they are called Inpiration.  In both those systems, they are handled better.  In Kromore, they are gained as you level but once used, they do not come back until you level again.  You only have one until 7 level, and once you spend it, it is gone until you can level up.  The problem with that is the benefit does not make it worth the wait.  You can spend a point to get a chance to re-roll, max out a damage of one hit or automatically stabilize a dying character.  Honestly, I would want more out of something I can not gain back.

What got the players interested was the setting, but we struggled with the rules.  We needed a little more clearer definitions and think that this book would be better with a little more editing and content to help people play the game.  Maybe some downloadable game enhancements would help because we all can see the potential in this game but ran into too many question marks and things that made us go “huh?” as we played.

Kromore Role Playing Game & Campaign Setting

From: Raex Games Publishing
Reviewed by: Ron McClung

Kromore Role Playing Game & Campaign Setting is a new RPG Core Rulebook from Raex Games Publishing.

On the website, the writer of Kromore boasts some pretty epic claims about his game. First impressions of the PDF tells me that he made a strong effort to fulfil those boasts.  At first glance, I got the impression that Kromore was meant to be a generic system for any genre but then I realized it was more than that.  It is an RPG set in a specific setting but the game can be played within any era of that setting.  Fantasy, steam punk, or space, the game is designed to accommodate any style of genre, but set in a specific world with a very imaginative and vast history.

Both the setting and the system are heavily integrated with each other but not so much that you can’t customize part of it for yourself.  The overall project is very ambitious and epic.  I don’t think I have seen a RPG setting and system done like this.  There have been many generic systems and they have spanned many settings and eras, but I don’t know of a setting to spans multiple eras within a single setting. It is hard not to be even the slightest curious about this game after you know what his goals were.  When you see the book, the art draws you in, like good art does, and then your journey into Kromore begins.

From the website: “For 10,000 years Kromorians have waged war with realm creature, monster, man, alien, and beast. They have struggled through the eras, but there have been many who light the path of survival with honor, bravery, and blood.”

 System:  The system is very character-centric with a strong focus on story as well as character development mechanics.  It has five basic attributes measure in 4-sided dice (d4) dice pools, a leveling system that goes to 30 (and rules for beyond), a pretty elaborate background system, skills and abilities that tie into the leveling system, as well as a profession system that is sort of like a class system but much more flexible.

Attributes are what you would expect – two physical and three mental or spiritual.  They are measured in single point values and are bought through a point-buy system.  These attributes are primarily used to determine the number of d4 dice you are rolling for checks, but also used as simply modifiers to task rolls.  There is a blurry line where I am not completely sure when you use them as dice and when you use them as modifiers and this is where I think more examples would really help.

The short list of fixed skills are primarily measure in bonuses that add to the dice total.  Skills are very broad and simple.  Skills include Fitness, Survival, Operate, Knowledge and Technology.  They each cover a broad spectrum of actions and are very flexible in their use.

Abilities is a much broader and detailed area that goes beyond what the basic Attributes and Skills cover.  They are in part like d20 Feats but also spells and also like d20 Class abilities.  There is a wide variety of them, all categorized in logical groups like Fitness & Fighting, Kicks & Punches, Weapon Abilities, Civilian Abilities and Knowledge & Languages.  There are also Magical Abilities.  They focus on two primary areas – Innate ability and Sci-Magic.  These are strongly linked to the Professions that use them (see below).

Professions are basically the class of a character.  They are divided out into Tiers and each Tier gains a character some bonuses and special abilities.  A character can pick any profession as each level as long as the meet the prerequisites.  In fact, the writer encourages exploring multiple professions so you have a multi-dimensional character.  Professions are broken down into general categories like Military, Combat, Civilian, and Enlightened.  In each category group are 5 or 6 Professions.  Each profession has a varied number of Tiers, between 5 and 15.

My overall impression of the character generation and development system is that it is diverse, and not overly complex. It accomplishes what it wants to do without adding in so much complexity that it is not even worth developing a character.  It is far less cookie cutter than the standard class system of 3rd edition D&D because you have a lot more flexible.  My only concern with this many powers and abilities is that it can tend itself to a lot of book diving unless you make you make good notes on what each one does.  Many are fairly straightforward, and most are not complex at all, but remembering what all they do might be a challenge.

It is an open ended task resolution system where the higher your roll, the better.  It uses 4-sided dice (d4)  in the base dice mechanic.  Instead of a linear distribution of a d20, a [X]d4 system creates that bell curve effect that a lot of people prefer in random probabilities.  I am not a big fan of d4 dice in general but its not really any different from the d6 system in that way, except no wild die.

Combat seems to have a strong influence from the aforementioned 3rd edition D&D, with a slight modification to the actions one can take.  In this system, players have 3 action points to spend and certain actions cost 1, 2,3 or more to perform.  Abilities can reduce the cost of actions.  The points system definitely aids in the tactics of a combat round and also defines actions a little clearer, but it gets subjective when the GM has to make up action points for those off-the-wall actions you know players will perform.

Combat attacks and defense are also handled in an interesting fashion.  It encompasses the attack and damage in one single roll.  The attacker rolls a number of d4 dice equal to his Muscle or Agility attribute, adds in the damage dice of the weapons, and any bonuses or penalties.  The defender rolls his Dodge (Agility) and adds in any bonuses.  The difference, if positive, is damage passed on to shield, then armor and then life points.

Also every character has a Combat Potential, which is a measure of their general combat ability to handle weapons and armor.  This, in a way, takes the place of d20 weapon proficiencies.  This proved to be a very difficult thing to deal with in play test (see After Play-test Report).  This goes up very gradually and limits the time of weapons and armor you can efficiently operate.

This is a system that needs to be experienced to really get a feel for it.  Other than verbiage, slight twists in mechanics, the system is similar to a lot of class and skill based systems out there.  It is just a matter of how that approach works in practice.  As this review is long enough, I will write up my playtest review separate {See After Play-test Report}

From the website: “Kromore offers players the opportunity to choose their game genre and era of play.”

Setting:   The setting is what makes this game so bold and epic.  It sort of a mix of fantasy and sci-fi at its base, with a lot of other genres thrown in as you span the timeline of the world.  The writer divides the world’s timeline in eras, all pertaining to a specific genre.  It deftly weaves a fascinating tale through thousands of years, as ancient aliens (that late become the gods) seed the world with races, through the Age of The Three Kingdoms, through the arrival of humanity (Age of Man) and the disaster that followed.  It continues onward through a Rebirth period and continues on through several others up to the generically named Space Era.  During these periods, there are specific races that are available through out the history of the world and others that area not (some are lost in the aforementioned disaster).  Technology advances. Cultures, kingdoms and countries change. It is a very dynamic world, but through out it remains vaguely familiar as well.

The sheer detail of this setting is too much to comment on.  What I can tell you is there is a plethora of races to choose from as a player character, each with their own cultures that shift and change throughout the ages.  My biggest concern was it being too alien.  Most players need a game to at least be somewhat connected to something familiar like including a human race option.  This setting integrate Earth humans into the world in a very cool and believable way.  And they are in fact Earth humans, as Earth is many millions of light years away.

Another concern I had was how the writer was going to integrate a pantheon to a setting that evolves from a fantasy setting into more of a sci-fi setting.  I was pleasantly surprised by the way he did it, in sort of an Ancient Aliens style that really integrates well with the story.

There is a lot in this book, which explains why it is so big.  A whole planet’s history, technology and peoples all summed up in one volume.  Of course, it is not comprehensive but it is detailed enough to give you what you need to get started.  One complaint, and this is coming from a sci-fi RPG guy, is that when talking about the planet and its neighbors, he puts things in terms of planets and galaxies, never in terms of star systems.  That may be a pet peeve of mine but I like things in this context to at least be believable and translate to things we already know.  I am sure that is to keep things simple.  But when you say the planets in a galaxy orbit a single sun, that just sounds unintelligent to me.

There is a lot depth in this setting but a lot of flexibility as well. There is a complete timeline, as I said, describe all the major events and you can pick from any of the eras and take control of the fate of Kromore from there.  There is high and low fantasy, steam punk, and sci-fi in this.  There is also horror, a potential for post apocalypse and many others.  Following this, is a description of various kingdoms, nations, factions and tribes that populate the land through out this timeline.  There are multiple subspecies of humans, for example.  Not all humans are the same.  There are also vampires, and they play a role in the planet’s history.  Following this is a listing of the religions and the major pantheon of the world that I already mentioned.

Among the other tropes of fantasy, Kromore also has other planes or “Realms” that bring forth celestials and demons.  The Realms are also one of the two source of magic in this setting (the other being Innate or bloodline magic).  The book includes a good number of creatures including Dragons, Demons, and other beasts.    It ends with a very interesting list of cool locations that can be integrated into a campaign.

About the overall book, simply put, it is stunning.  The art is fantastic and inspiring.  I kind of wish it had more pictures of each race, so you can get a better feel for them, perhaps characters in action.  The layout is top notch as well.  If I spot editing problems, it is saying something, and I did.  So it probably could use a little more editing.

Another pet peeve of mine is an quick start adventure.  There is nothing like that in this book and it was probably left out because of page count reasons.  I advise anyone that is making an independent game like this to really consider providing in some way or another to test out the system.  And it would also be nice if pre-generated characters were included but that is really rare.

In conclusion, the play-test result is a better conclusion but on the surface, the concepts of the game and system are sound.  The implementation as later discovered is a little shaky and the presentation is a little rough.  Perhaps the writer took on a little too much with this epic goal, and focused more on the story and less on making sure the reader understood the system.  More examples would be something that would greatly help.

For more details on Raex Games Publishing and their new RPG Core RulebookKromore Role Playing Game & Campaign Setting” check them out at their website http://www.raexgames.com/, and at all of your local game stores.

Codex Rating: 14

Product Summary

Kromore Role Playing Game & Campaign Setting
From: Raex Games Publishing
Type of Game: RPG Core Rulebook
Written by: T. Julian Bell
Contributing Authors: Kaleb Brown, Marc-Andre D. Fortin
Game Design by: T. Julian Bell
Cover Art by: Christopher Balaskas
Additional Art by: Christopher Balaskas
Number of Pages: 353
Game Components Included: Core Rule book
Game Components Not Included: Standard gaming trappings
Retail Price: $49.99 hardcover (US)
Website: http://www.raexgames.com/

Reviewed by: Ron McClung


Savage Worlds Science Fiction Companion

From: Pinnacle Entertainment Group

Reviewed by: Ron McClung

Savage Worlds Science Fiction Companion is a Genre Sourcebook from Pinnacle Entertainment Group.

Science Fiction gaming, whether it is science fantasy, hard science or space opera, is one of my favorite types of games to run and play.  I don’t know what it is about this genre but I prefer it over fantasy by a mile. When PEG announced the release of the sci-fi companion, I was very excited.  Finally I can run Savage Worlds the way I want to with a resource that will help me create the worlds and settings I love most.

From the back cover: “The Stars are right…”

The book itself is an unimposing volume that seems a little light.  But don’t let that fool you.  It is a small 6’5″ X 1o” book with just under 100 pages. But contained within is everything you need to get a science fiction game going in Savage Worlds, from space opera to hard science.  It contains information about aliens, gear, cyberware, power armor, robots and walkers.

Chapter One deal with Characters and all related subjects there in.  The best part of it is the simple Custom Races system.  Races have Positive Racial Abilities some of which might be Super Abilities, and then they are counter balanced with Negative Racial Abilities.  This is followed by a series of Sample Races, some of which are generic enough that can be applied to some very common aliens races in other settings (Aslan or Kzon are types of Rakashans, for example).  OF course, it would not be a Savage Worlds companion without New Hindrances and Edges.  These are sci-fi centric in general, and include FTL Sickness, Low-G Worlder, Low Tech/High Tech, and Zero-G Sickness.

Chapter Two is what all sci-fi geeks love – the Gear!  Technology is a big part of sci-fi.  In this chapter, there is everything from Personal Equipment to Armor, personal weapons to Vehicular Weapons.  No stone unturned, the tech is thorough, although simple.  While it has a good number of examples of tech, it is not entirely comprehensive. But it gives you enough to work with and ways to customize your own.  Surprisingly, the only casually deal with the notion of Tech Level, which I find refreshing. What I like most about Savage Worlds is its simple approach to things and this is definitely an example of that.

It also approaches weapons in the same simple and no-nonsense way.  It presents a variety of different weapons including various slug thrower weapons including gyrojet, and flechette, as well as a series of energy weapons.  Interestingly, it differentiates blasters (particle weapons) from plasma weapons.  I have always thought that blasters were plasma, but maybe I am wrong


From the back cover: “The Journey begins in the cold depths of space, and continues on strange exotic worlds.”

Chapter Three brings us to Setting Rules which deals with the various special rules that seem to commonly come up in sci-fi.  Atmosphere, Extreme Range, Gravity, and Hacking are just examples.  It covers those specific areas that you don’t normally see in other genres.  One area that is a corner stone of the sci-fi genre is cybernetics.  Chapter Four deals directly with Cyberware.  I was surprised with this as most games separate this out in its own sourcebook but I am glad it is in this book.  In typical Savage World fashion, it contains simple rules for cybernetic installation and removal, as well as the strain adding cyberware does to one’s body.  The Cyberware list is by far not comprehensive but it is enough to have a little cybernetics in your games.

The next five chapters deals with various common technological tropes of sci-fi that may or may not appear in a sci-fi campaign. Power Armor, Robots, Starships, Vehicles, and Walkers.  Of course some are more likely to appear in a campaign than others.  I certainly hope vehicles and starships would be a part of your campaign but they may only be a means to an end and no rules would be needed.  For starship combat, the rules recommend you use the existing chase rules.  Each section provides rules to build the given item and options for modification and customization.  They also provide a list of stock items that you can use on the fly.

Chapter Ten: World Maker contains simple approach and tools to create random worlds in your campaign.  The book ends with a solid list of NPCs, Characters and creatures.

In conclusion, sci-fi RPGs in my view are sometimes treated like the red-headed step-child of the gaming industry.  I think this is partially true because the “magic” or sci-fi is centered around science and it takes a little more thought to have a good sci-fi game or campaign.  I mean that respectfully to the fans of fantasy, but ti does take a little more work to get the story that you want out of sci-fi than fantasy.

I say that primarily because I think those involved in the development of this companion put a lot of thought into this simple volume.  There is very little fluff and a lot of value in the book.  I highly recommend it for people that want to take their Savage Worlds into the stars.

For more details on Pinnacle Entertainment Group and their new Genre SourcebookSavage Worlds Science Fiction Companion” check them out at their website http://www.peginc.com, and at all of your local game stores.

Codex Rating: 19

Product Summary

Savage Worlds Science Fiction Companion

From: Pinnacle Entertainment Group

Type of Game: Genre Sourcebook

Written by: Paul “Wiggy” Wade-Williams, Shane Lacy Hensley

Contributing Authors: Clint & Jodi Black, John Goff, Matthew Cutter, Mike McNeal, Steve Todd, Piotr Korys, Preston Dubose, Ed Witherman, David Jarvis, Adam Loyd.

Game Design by: Shane Lacy Hensley

Cover Art by: Tomek Tworek

Additional Art by: Aaron Acevedo, Rick Hershey, MKUltra Studios, Ricky Otey, Mack Sztaba, Vincent Hie, Slawomir Maniak

Number of Pages: 96

Game Components Included: One single paperback book or PDF

Game Components Not Included: Savage World Core book

Retail Price: $19.99 (US)

Website: www.peginc.com

Reviewed by: Ron McClung

Legendary Planet: The Assimilation Strain

From: Legendary Games
Reviewed by: Ron McClung

Legendary Planet: The Assimilation Strain is a new RPG Adventure from Legendary Games.

I supported a Kickstarter recently called Legendary Planet,  by Lengendary Games.  There were many reasons why I did it but in the interest of full disclosure, one of the primary reasons was to support a friend – Neil Spicer.  He and I go way back to early college when we gamed together for a time.  Now, Neil is well known in the industry circles as a Pathfinder freelancer and Paizo RPG Superstar.  However, I was even more excited that his ideas were being converted to D&D 5th edition.  That was a clincher for me.

Legendary Planet is a very interesting add-on setting for any fantasy RPG, primarily for Pathfinder or D&D 5th edition RPG campaigns.  It is a planned adventure path to take the characters from your stereotypical fantasy setting and introduce sci-fi elements to it.  Hearkening ti inspirations like Edgar Rice Burroughs or the classic D&D adventure Expedition to the Barrier Peaks, I was drawn in fairly easily.

From the back cover: “A strange sickness afflicts the frontier settlement of Holver’s Ferry, threatening to overwhelm its citizens with an alien madness. Already the town has nearly torn itself apart, and the local sheriff is missing. ”

I starts out fairly tame and innocent but gradually builds to a brutal crescendo.  A logging town has gone quiet and for some reason or another, someone wants to know why.  It’s a very easy premise to introduce a party into.  The adventure is divided up into 3 major parts.  First part is the primary investigation zone of Holver’s Ferry, where a bunch of seemingly random encounters occur, many of which seem like a horrific scene from 28 Days Later in a fantasy setting.  The GM can pick and choose which encounters the deal with, depending on the time constraints (convention vs. home game).  Clues from the town take people to Part 2 and 3, where things get gradually darker and harder for the characters.

From the back cover : “When the PCs brave the surrounding wilderness as the village’s latest newcomers, the beleaguered townsfolk desperately turn to them for assistance. But can these erstwhile heroes trace the diseased carrier to its source and solve the mystery before they, too, succumb to The Assimilation Strain? ”

The final encounters are a good mix of classic D&D creatures, converted Pathfinder creatures and new sci-fi inspired entities.  I won’t get into too much detail but I highly recommend a hardy and balanced party of 4 or 5 that have leveled up to at least 2nd level before entering into the final encounters.

When I ran it , I extended the game into a 3 night event, running it 3 to 4 hours at a time, adding a few encounters here and there.  There is some great opportunity for customization, if the GM so chooses.  However, the adventure itself stands alone really well, starting out fairly easy but gradually growing in difficult.  It is well written and well put together, as well.

In conclusion, I really look forward to this adventure path and hope I have an opportunity to run it.  I am very glad they are taking the D&D 5th edition route along with the Pathfinder route, because I really feel it works well in D&D 5e.

For more details on Legendary Games and their new RPG Adventure Legendary Planet: The Assimilation Strain” check them out at their website http://www.makeyourgamelegendary.com/, and at all of your local game stores.

Codex Rating: 19

Product Summary

Legendary Planet: The Assimilation Strain
From: Legendary Games
Type of Game: RPG Adventure
Authors: Tom Phillips and Neil Spicer
Editing and Development: Alistair J. Rigg, Neil Spicer
Lead Developer: Neil Spicer
5th Edition Design and Development: Dan Dillon
Artists: Frank Hessefort, Jethro Lentle, Cj Marsh, Beatrice Pelagatti, Michael Syrigos, Colby Stevenson
Cartography: Pedro Coelho
Design and Layout: Richard Kunz
Number of Pages: 35
Game Components Included: One PDF adventure
Game Components Not Included: Core 5th edition rulebooks, core setting book
Website: http://www.makeyourgamelegendary.com/

Reviewed by: Ron McClung

Blackwater Creek

From: Chaosium Inc
Reviewed by: Ron McClung

Blackwater Creek is a new RPG Adventure from Chaosium Inc.

This is a little different review in that I am only reviewing one adventure in a booklet of two.  The only reason I am doing this is because I actually ran this adventure and feel it deserves a review.  With all that has been going on with Chaosium over the 7th Edition Kickstarter and such, I thought I might throw a little love in their direction.

This adventure came as part of the PDF portion of the Kick Starter fulfillment.  Nope, I have not gotten the tangible part of the fulfillment but I am patient.  I wanted to five into 7th edition and run a session as soon as I got the PDFs.  See my review of CoC 7e here.  This is part of the Keeper Screen packet, and as part of the fulfillment, I got the images for the Keeper screen that I neatly Photoshopped into something that fits my customizable GM Screen.


From the page # 5: “Most horrible of all sights are the little unpainted wooden houses remote from travelled ways, usually squatted upon some damp grassy slope or leaning against some gigantic outcropping of rock.”

As mentioned, there are two adventures, the other one bring Missed Dues. Both these adventures have a common theme in that the investigators can be part of the criminal element.  In the case of Blackwater Creek, it gives the option of either the gangsters/bootleggers or the traditional investigators.  What I tried to do when I ran it was run it with two groups – one  gangster group and the other investigators. I had hoped that the conflicting interests would create some great role play.  Running this as a one shot, people tend to open up in the role play because whatever drama they create won’t carry over into a campaign.

The premise of the story surrounds a lost colony in rural northwestern Massachusetts and a town that is involved in illegal whiskey production.  I am going to try my best to avoid spoilers but it might be difficult.  At its core, it is a very simple story of a forgotten hidden entity and the consequences of its rediscovery.

The brief history establishes the ancient evil and its’ nature.  This creates the link to the adventure time period, as archaeologist investigate prehistoric sites that unbeknownst to them are linked to this ancient evil.  Enter the players who are investigating something related to the consequences of this discovery.

The devil, as they say, is in the details.  And that’s where the adventure is interesting.

From the page # 5:: “Two hundred years and more they have leaned or squatted there, while the vines have crawled and the trees have swelled and spread.

The first detail that makes this adventure good is the options for player characters.  Creating multiple ways to enter in creates great opportunity for role play and story making.  The bootleggers give the players an opportunity to play amoral characters that may not necessarily care about the overall implications of a dark evil infecting our world.  They may just want to survive.  This is why I wanted to create two separate groups – the standard one and the not so standard one – to give them an opportunity to explore these motivations and role play them out.

Secondly, the creature concept behind the whole adventure is simple and easy to manipulate to the Keeper’s liking.  I can’t say it overly original but some aspects of it are inspiring. Without going into much detail, I found it very easy to embellish a little to increase the kind of horror I wanted.  The Keeper needs to read through that part fairly thoroughly to get the concept that the author is trying to get across, because you can easily stray from the core concept and then in doing, change the basis of the adventure as a whole.

Thirdly, the consequences of failure could lead to an epic story.  It starts out to be s small town problem but immediately grows into something that could affect the whole East coast and perhaps beyond.  This could easily lead to major campaign with a little work and imagination.

The adventure itself is well structured.  It’s not a railroad track of events, but more like a series of locations that the players might visit.  There is no time structure to it so the investigators can do their things at their own pace.  This gives the keeper enough time to create new and unusual ways to freak the players out.

 The locale of this adventure is a town – very open locale.  It’s easier to set up the horror feel in a more enclosed area like a house or caverns.  The Keeper needs to create a feeling of remoteness and isolation in this adventure, which is more of a foreign concept today with people being so connected.  What I did was have a few minor encounters on the outskirts of the town for people to get the feeling of being out in the middle of nowhere.  I also added rain to create an awkwardness to it, as well used it to camouflage the first creepy things they encountered.

The ending is pretty epic, but also deadly.  If they Keeper wants to carry the investigators onward, there may need some modifications to the end.  The adventure can run a little long for a convention standard 4 hours slot, but with modification, it can be done.  It comes with pre-generated bootleggers which makes it easy to pick up and run the adventure.

In conclusion, overall this is a great adventure.  The people I ran it in really enjoyed it. I did not get to run it the way I wanted to, with only 4 players showing up where 8 said were coming, but it happens.  It has a lot more potential for role play that I intend on exploring at some point.

For more details on Chaosium Inc and their new RPG AdventureBlackwater Creek” check them out at their website http://www.chaosium.com, and at all of your local game stores.

Codex Rating: 18

Product Summary

Blackwater Creek
From: Chaosium Inc
Type of Game: RPG Adventure
Written by: Scott Dorward.
Edited by Scott Dorward, Paul Fricker, and Mike Mason.
Scenario Pack layout by Nicholas Nacario.
Cover illustration by Chris Huth.
Interior illustrations by Pat Loboyko, Chris Huth, and Chris Lackey.
Cartography by Steff Worthington.
Number of Pages: The whole PDF is 100 pages, the adventure is 40 pages
Game Components Included: Single PDF with two adventures and pregenerated characters.
Game Components Not Included: Core Call of Cthulhu 7e rulebooks

Website: www.chaosium.com

Reviewed by: Ron McClung