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Ninjas & Superspies | ||
Author: Erick Wujcik
Category: game Company/Publisher: Palladium Line: The Whole Durn Palladium Universe Cost: $15 Page count: 168 ISBN: 0916211-31-2 Capsule Review by Colin Marshall on 06/26/99. Genre tags: Modern_day Espionage Asian/Far_East |
Oh, Palladium, masters of quality variation, what have you done this time? Your attribute
resolution system is, as yet, shrouded in mystery, yet I buy your games still.
Ninjas and Superspies deftly combines all of the action/adventure (i.e. "guy") movie qualities you've come to know and love (such as highly trained martial artists punching out cybernetically enhanced spies while helicopters explode) into one product. That's a good thing for RPGs, as White Wolf is bogging the dice-ridden action down nowadays. We need this, man! There are 41 styles of martial arts listed in the book, ranging from the well-known (Taekwondo and Sumo) to the rather obscure (Sankukai Karate and Kuo-Ch'uan Dog Boxing). Don't want 'em? Then you can just endlessly modify yourself into an armed-to-the-teeth (nice selection of modern doohickeys in this book) near-cyborg! It's wide open, I tells ya.
Still, it's a Role Playing Game, and you've got to Play a Role, don't you? Palladium's OCC
system rises again for this one, and this is what you get... Parley skills needn't be unsheathed for gameplay. Hack-and-slashers will be glad to know that this gameplay is purely thrill-a-minute (after the briefing, of course) and any resolution comes from fist, sword, gun and bomb. Heck, you even get rules for car, aircraft and boat combat! You could theoretically recreate any episode of Miami Vice or Martial Law into a game session which lasts just about as long. Speaking of which, please tell Kenzer & Company (kenzerco@aol.com) that they must print my article on media-to-adventure adaption. It's quite corking, but I can't give you an excerpt or it would send their profits down the drain. As stated, don't try to talk your way out of tense situations; you can't. (at least, not with my GMing) Most of the rulebook is used for combat and that alone. The fighting rules are fun, wild and fast enough to keep you on the edge of your seat. Strike, armor, parry, damage, next turn. Just like in the movies! Speaking of which, please tell Kenzer & Company (kenzerco@aol.com) that they must print my article on running a cinematic RPG. It's quite corking, but I can't give you an excerpt or it would send their profits down the drain. The time the players use to fight can also be used simultaneously by the GM to work up the next step of the quest, or to make up a plot twist. A nice one is to disguise tough fighters as policemen and watch the confusion and brutal, brutal beatings. Is Ninjas & Superspies worth it? You shouldn't have to ask. Fast. Cinematic. Loaded with information about Martial Arts (a personal favorite). When you get it, tell me. I want to play in your campaign, too! + Super-fast gameplay, martial arts, lots of combat rules for any occasion, much weapons data. - Half the illustrations are irrelevant. (Still not sure what a fat old mop-lady has to do with high- tech combat) As a super-special bonus, I've decided to include one of my favorite custom-made weapons. It's handy for the police. "A Sack Filled with Doorknobs" Weight. 40 lbs. Damage. 1d4 Cost. $5 for the sack, steal your own doorknobs. You need about twenty.
Style: 3 (Average)
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