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Snra & I went out to [livejournal.com profile] richess tonight to get a gander at the prospective new kitty.

He's rather charming and friendly, so we're gonna pick him up.

As for naming, we've decided to continue with the Egyptian theme and name him Ramses The Great (second). I had a siamese kitten a lifetime ago named Ramses, so it was only fitting.

We'll pick it up from her after the move, so as not to traumatize him excessively.

Date: 2004-07-15 03:22 am (UTC)
From: [identity profile] pyat.livejournal.com
Another cat? Jeez. You must hate me. :)

Date: 2004-07-15 12:29 pm (UTC)
From: [identity profile] redeem147.livejournal.com
I knew richess had a kitty looking for a home. Glad it found you.

Date: 2004-07-16 09:33 pm (UTC)
From: (Anonymous)
Adventure! D20
The d20 System game of Pulp Action!
Developed by Andrew Bates & James Kiley
232 pages
$34.99
ISBN 1-58846-957-3

Pulp games are an odd duck. The pulp medium is most closely connected to antiquated action series such as the Doc Savage books or old radio serials.

But for some reason, a dedicated core clings to the pulp genre, and has produced a number of games set in the general mileu. Although popular with their fans, no pulp RPG game has ever really caught on.

Adventure! was originally released as part of the Trinity Universe, a universe of pulp (Adventure!), superhero (Aberrant), and SF (Trinity) games. Now, they’re being released as d20 games.

Adventure! d20 contains the same world information as the original Adventure! game, outlining the source of the amazing powers possessed by the various members of the Aeon Society for Gentlemen and the world in which they live.

The information is a good outline of an action filled universe in a pre-Nazi era.

The d20 rules are a nice addition to the game. All characters are base humans, and they acquire a template to indicate what brand of Inspired they are. Normal action star humans use the Daredevil template, while there are templates for mind controlling Psychics and superhuman Superhumans.

Powers are feat based; a character gains either Knacks (if they’re a Mesmerist or Superhuman) or Daring Feats, which are only available to Daredevil characters.

Characters can take template levels (Daredevils have one template level available, while Superhumans and Psychics have two).

There are a half dozen new core classes, presumably designed to reflect pulp archetypes (one class, the Aristocrat, seems to be purely for villains, as pulp era heroes tended to be more of the hoi polloi). Like d20 Modern, Adventure! classes have 10 levels. Characters will mix and match them as they advance, in addition to taking template levels and prestige classes.

The prestige classes are a mix, with occultists, martial artists, explorers and mercenaries mixed up with aces and masterminds.

One interesting fact: Unless a character takes the level in Daredevil, they’ll have a very hard time getting to the Ace class; none of the base classes have Pilot as a core skill.

The game has rules for Dramatic Editing and the Inspiration mechanic, as well as introducing a new brand of Feats, Background Feats. These convert the Background system from White Wolf’s Storyteller system to d20. The standard classes get Background feats every other level, and they allow PCs to have followers, mentors, enemies, money and a house to call their own, among other benefits.

Most of the backgrounds adapt well to d20, although the Legions level of the Followers trait is rather complicated; it has a table that is rather difficult to interpret, and somewhat un-necessary compared to the standard Leadership feat.

The super-science rules are still lacking a few example gadgets to help make them gel


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