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Mystical superheroes need to have a world that enables them to exist in the basic world as well as have a world all their own. RPG's have addressed the issue in great ways (Realms of Magic for the old MSH and the Magic sourcebook for DC heroes are both excellent). Champions has addressed it a few times as well with mixed success: Magic was largely ignored in 3rd edition and in 4th you got the fun but clunky Mystic Masters. Ultimate Supermage was also released but was more of a how-to book than a setting. Hero Games had a setting in mind and that setting unfurls itself in The Mystic World.
After the cursory introduction, the book opens with a 42 page look at mystical dimensions. This chapter breaks down the overall cosmic structure then explores some of the more important sub-worlds (Faerie, The Netherworld, Elysium, etc.). This chapter does a great job of giving a good overview of the dimensional landscape while giving some room for creative license. There is almost too much here as I can't imagine using all the dimensional info here in a mystical campaign. This would make a great opening chapter to a revised Champions in 3-D.
The second chapter delves into the mystic side of the regular Champions universe. The chapter is a light overview of the mystic characters that have appeared in other books and a preview ala Champions Universe of characters to come. There is a discussion of who is the archmage (noone at this point) and a brief overview of mystical locations. It surprised me that this chapter was the smallest at 20 pgs. in a book called The Mystic World. I know that the mystic villians are getting there own book but it might have helped to get a few NPC heroes here or some generic cultist stats.
The third chapter looks at the nuts and bolts of superhero magic. We get a short essay on superhero vs. non-superhero magic as well as magical styles. The section then goes into spell sets, high-powered spells and magical items. The section wraps up with a brief look at magical character building. This chapter is all about the campaign set previous in the book and how Hero mechanics apply to it. This is not a chapter on general superhero magic yet it seems to want to bounce around that idea. The differences between super and non-super magic section really belong in another book and, unless you want to cover it more, so does the different styles section. I would've presented the power and skill ideas as house rules particular to the campaign unless Hero is going to make them official.
The last and biggest chapter of the book (at 55 pgs.) looks at three of the master villians of The Mystic World. They are:
Skarn The Shaper: This section reviews Skarn, his family, his means and his basic forces. Skarn is ridiculously powerful and his brood are not far away from that. Skarn is a dimensional conqueror but he follows a different set of rules that make him a challenge (he believes in Utopia but believes he should rule it...he also has a bizarre honor system). The section also talks about his dimensional fiefdom and a sample castle.
Tyrannon The Conqueror: Tyrannon is a leftover from Mystic Masters and gets a nice overhaul here. Tyrannon's big thing is the fact that he spreads himself over 888 different bodies and is vitually unkillable. The section looks at his core and all of the smaller verions of him and how it all fits together. The section also covers his realm, his followers and his potetial weaknesses. While I look at Tyrannon the same way I always have (a cosmic conqueror) I like his write-up and the way his character is built (he's a one man organization).
The Dragon: The book wraps with a look at The Dragon. This is a character that walks a fine-line between stats and plot device. Skarn is basically a nut and Tyrannon conquers, The Dragon IS evil period. I liked the incarnation stats and how the Dragon can affect the world through them. The section gives minions and wraps up with a look at the enemies of the dragon, the Nagas.
Overall, The Mystic World has a lot to offer in information but I feel as though it doesn't give a complete picture. If this is a sourcebook about the Champs U mystic side then make chapter 2 bigger and keep chapter 4 and parts of 1 and 3. If this is a general magic setting for superheroes then keep chapter 1, dump 2 and parts of 3 while expanding on other parts. 4 becomes optional.
This book also has a pet peeve of mine which is shilling other books, which this book does a ton. I can give it some leeway as it retro-covers older books but there are shills for Fantasy Hero books here as well as for two books that aren't even out yet. I don't like shilling for another line of books that have nothing to do with the genre I'm playing other than a storyline arc or to get a few stat blocks. I like Champions, if I want Fantasy Hero I'll buy it...keep the ads to the end of the book.
Style- I gave it a 3. The book is nicely laid out and up to the usual Hero standards. This gets marked down because of the art. I've always felt the art in Hero books is 50/50 but this book really left me cold. I either ignored it or looked in amazement trying to figure out what it was...Skarn looks like a jacked-up Teddy Ruxpin. Your mileage may vary. I also felt the book was inconsistent in what it wanted to be somewhat as I stated above.
Substance- I gave it a 4. There is a lot here that I will use but not necessarily in a mystical campaign. Hero books are always info-loaded and this one hits that standard. The villain section really elevated this book and is worth getting for it.
My Take- Mystic World has great ideas but seems unsure of what it wants to accomplish. The villain chapter almost justifies getting the book alone. The art hurts it but there is a lot of good info inside.
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