Showing posts with label AA. Show all posts
Showing posts with label AA. Show all posts

Tuesday, September 2, 2014

Amazing Adventures: Plays Well With Others

The best thing, or at least one of the best things, about Amazing Adventures is the fact that it is based all around Castles & Crusades.  So not only is everything for C&C compatible with it, everything that works great with C&C also works for Amazing Adventures.

This means a lot of classic AD&D adventures can be played with little conversions needed.

Ravenloft


I spent some time this past weekend going through the original I6 Ravenloft Module.  Pretty much everything in the adventure is covered in the Amazing Adventure Rules.  In fact things might work out a little bit better.  Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite.  All travelling by train to some dark corner of Eastern Europe.  That is till the mists roll in and train has to stop.  A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still.  People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.

Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)

Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.

Expedition to the Barrier Peaks


If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.

Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money.  The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy.  But AA offers something a bit more to the mix.

First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey.  When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world.  The Pulp Era though predates "saucer men" by a few years at least in the public consciousness.  Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book.  Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway.  Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis.  That is of course until the ship systems start to wake up.

The Isle of Dread


A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.

The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure.  Plus going by steam liner makes much more sense for our Pulp Adventurers.   Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.

What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.

This is not a problem.

As we have seen in movies time and time again a gun is not very effective against the undead.  A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns".  So guns may not really give the character the edge you might think.

I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era.  In any case there is enough here to keep your players happy for a while even if they played these classics in the past.

Monday, September 1, 2014

Amazing Adventures Week!

I love doing posts where I take a deep dive into a particular book or system.

This week I want to cover Amazing Adventures by Jason Vey and produced by Troll Lord games.
They are currently working on a 2nd Edition (which will still be compatible with the 1st) and have a Kickstarter up to support it.



I have covered AA in the past.  My review of it can be found here.
http://timbrannan.blogspot.com/2012/12/review-amazing-adventures.html

One of the best things about AA is it is built around the streamlined Castles & Crusades rules.  So if you play 3.x or an OSR game then you can jump into this right away.

Not only that, if you play Castles & Crusades, an OSR game or something similar to old-school D&D then AA has a great psionics system you can use.


I am going to spend some quality time with this book all week.  I hope you enjoy.


Wednesday, May 8, 2013

Plays Well With Others: Amazing Adventures + Codex Celtarum

I am working on my review for the Castles & Crusades book Codex Celtarum (short version, I love it, I am so jealous I can't see straight, it is that brilliant!).  So I have been reading it and re-reading a bunch of my C&C books.  And it dawned on me.

Codex Celtarum is a "world book" so to speak for the C&C world.  It ads a Celt flavor to things, but most importantly it has rules for playing in a Fae inspired world.

Amazing Adventures is a Pulp Earth turned up to 11.

Since both are based on C&C they are 100% (or 95%) compatible with each other.  Here I thought I was going to gear up to play an awesome Celtic-infused game of Castles & Crusades, but I think now what would be 10x cooler is a Celtic/Fae soaked Amazing Adventures game!

Steal some ideas from Guardians of Order's Dreaming Cities and have a world where magic is real and everyone knows it and there are fae all over the place!

Yeah. This would be cool in the extreme.
Stay tuned for more on this.

Saturday, December 8, 2012

Zatannurday: the Amazing Adventures of Zatara!

I have been spending the week with Amazing Adventures the new Pulp Game from Troll Lords.
The cool thing about the "Pulp Era" is it more or less coincided with the "Golden Age of Comics".  There are a lot of reasons for that which I will leave to others more knowledgeable than me.  There is one thing I do know pretty well that covers both the Pulp and Golden Age of Comics and this blog.
Giovanni "John" Zatara.

Giovanni Zatara is the father of Zatanna Zatara.  I have talked about and stated him up before, but this might be my favorite  version.  It seems to fit rather nicely.  Again, I started with his M&M3 stats as a base line.  I also wanted to make him a CHA based Arcanist since I felt that it worked best, given his career as a stage magician wold have mostly been about illusion.  I also felt the description of a CHA-based Arcanist fit my idea of who Zatara, and Zatanna, are.

Giovanni "John" Zatara
Arcanist (CHA) 12
Human* Male, Lawful Good
hp: 50
MEP: 120
AC: 14 (dex, ring of protection)
Move: 30'

STR: 12 (0)
DEX: 16 (+2)
CON: 10 (0)
INT: 16 (+2)
WIS: 14 (+1)
CHA: 19 (+4)

*Zatara is a member of the Home Magi race. He gains a +1 to CHA and a -1 to CON.
Zatara, as a quirk of his own style of magic, must speak all his spells backwards in order to wrok.

Languages: Italian, English, Latin, Greek (native language is Italian)
Background: Entertainer (Actor) +4,
Traits: Spellgifted (transmutation), Spellgifted (illusion)
Skill: Knowledge (Arcana)

Gear: Top hat, cane (magical focus +2), tux

Spells 9/5/5/4/3/2/1
0: Arcane Mark, Detect Illusion, Detect Magic, Influence, Light, Mage Hand, Message, Prestidigitation, Stun
1: Change Self, Charm Person, Daze, Obscuring Mist, Sleep, Silent Image
2: Alter Self, Blur, Detect Thoughts, Hypnotic Pattern, Misdirection, Pyrotechnics
3: Blink, Clairvoyance/Clairaudience, Hallucinatory Terrain, Major Image, Suggestion
4: Confusion, Dispel Magic, Mirage Arcana
5: Major Creation, True Seeing
6: Mass Suggestion

I am very, very pleased with this.  So pleased in fact that if I ever get a chance to play AA I want to play Zatara.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

Friday, December 7, 2012

Willow and Tara: Amazing Adventures

Amazing Adventures is a fun game.  When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class.  What I enjoy about it is how flexible it is in concept.  It's not just a wizard, cleric or witch.  It is one class that can do all of that.

So of course I wanted to test it out.  I grabbed my binder of witches and thought about who would be good for a Pulp Age witch.  Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based.  My choices really though were made for me.

The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists.  Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like.  For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.

The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born.  For this I go back to the Uber concept.  Last month I posted the Call of Cthulhu versions of the girls.  In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.

I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places.  I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence.  While older in 1961, they could have been the adventuresses of the early Pulp Era.  In the 1920s and early 30s they would have been in their late 20, early 30s.  So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.

Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college.  They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.

Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'

STR: 9 (0)
DEX: 11 (0)
CON: 11 (0)
INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)

Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)


Spells per Level

9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning


Tara Ann Maclay


Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'

STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)

Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)

Spells per Level

9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying

I like how they turned out and am looking forward to trying out some of this flexibility.

Links for Amazing Adventures

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

Thursday, December 6, 2012

Amazing Adventures: Day of the Worm


Amazing Adventures: Day of the Worm

It was can only be called expert timing, the first adventure for Amazing Adventures comes out the same week I am dedicating a week to playing around with and reviewing AA.  Seriously, I had no idea that they were going to do this and I also had nothing for AA planned for today thanks to work.

From the Core Rules book author, Jason Vey, this adventure is a delightful little romp with everything you would expect in an Pulp Adventure.  Or at least everything I expect; square jawed heroes, Nazis, secret cults, ancient forgotten beings, exotic locales in far away lands (Egypt no less!), a femme fatale, and a mysterious treasure.  Really what more could you want?

The 4 Act Adventure process detailed in the core book is brought to life here with plenty of guideline on how to alter it to suit your's or your player's needs.  It is also a good guide on how to create your own adventures.

14 total pages, 12+2 covers.

What Troll Lords REALLY needs to do is make an Amazing Adventures Box set.  Rule book, this adventure (maybe one more), dice, a map of the world circa 1938 or so and a bunch of character sheets that look like passports.  THAT would be an awesome set.

Wednesday, December 5, 2012

Day of the Triffids

One of my favorite movies is the 1962 Day of the Triffids, based on the book of the same name.

More so than zombies Triffids are the worse mass-enemy you can face.  Sure they are slow, but unlike zombies they are intelligent and totally alien.  They are walking killer plants.  The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved.  Scared the hell out of me.

No reason why I should suffer alone.

I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien.  It also gives us a reason to find these things on Earth in any age or other planets.

General Description
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters).  The base of the creature has three large roots  that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently.  The base is crowned with a long thin body (the "trunk") with the flowering "head".  The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim.  The triffid then consumes the poisoned animal.  If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows.  It beats these in a constant droning clicking.  It generally believed that these are used as echolocation  communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead.  Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).

Triffids reproduce via spores in the air which land on other triffids.  They produce a large white seed pod.  On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.

Stats for some of my new favorite games.


Triffids (Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
SIZE: Medium
HD: 3d8 (13)
MOVE: 20 ft.
AC: 11
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
SANITY: 1d6/1d8
SAVES: P
INT: Low-Average
ALIGNMENT: Neutral
TYPE: Plant
XP: 30+3


Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0.  The regenerate 6 hp per round if they have access to water or sunlight (or uv).

Triffids (Starships & Spacemen, Mutant Future, Labyrinth LordThe Witch)
Encountered: 2-12 (2d6) small groups,  300-1800 (3d6x100) worldwide
Alignment: Neutral
Movement: 180' (60')
Intelligence: Low-Average
Psionic Potential: none
Hits: 3d8
Armor: 8
Combat Skill/Save: I3
Save: L3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Morale: 12
Hoard Class: None
XP: 35



Tuesday, December 4, 2012

Review: Amazing Adventures

Amazing Adventures RPG

http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748

I am woefully behind on reviews.  So I want to do one I picked up at Gen Con and it has been sitting on my desk, taunting me to review it.

First off some disclaimers.
* I do know the author Jason Vey and we have worked on projects together before.  This is not one of those projects.
* I did read a playtest version of this game some time ago.  This review is on the published version of the book.
* I did not get a free copy of this. I pledged in Troll Lords pre-order program and picked it up at Gen Con.

Ok.  All of that is out of the way.

Amazing Adventures (hereafter AA) is a new Pulp Action RPG based on the same SIEGE Engine that runs Castles & Crusades.  Unlike other SIEGE games, this one is 100% compatible with C&C.  So much so that I plan on using them together, but I'll get to that.  Right now let's talk about what the book has.

Upfront we get our OGL declaration including a lot of Open content.  This will make it easy to make "Pulp d20" supplements or use this for other sorts of games.

We move right into an introduction to what Pulp Roleplaying is.  I know Jason, I know he knows Pulp quite well.  Reading this then is like reading Steven Kenson on Supers Roleplaying; I know he gets it at a level above me.  In this case yes, but Jason still brings it down to the peasants like myself to understand.  For me I am constantly defining Pulp by old movies or, more to the point, what it isn't.  It isn't Victorian, it isn't 50's Atomic Sci-Fi (yet) or Ultra Modern.
There is a brief introduction on the use of magic.  Something I'll get to again in a bit.

Book One deals with Characters. Note, there are not multiple books, but divided withing the physical book.
If you have played, oh, ANYTHING in the last 40 years then you know what this is.  The same 6 attributes of all d20 games and C&C.  They are described with a little more information given to languages.

There are Classes. This is based on Castles & Crusades afterall.  The Arcanist (who reminds of the Harry Dresden covers), are our magic users.  What I like about them is that they choose how their magic works.  So a "wizard" may memorize spells and choose Intelligence as their Spell-casting Attribute. Or Wisdom if it is deep understanding or Charisma if it is force of character.  I like this. A lot.  The Arcanist is a bit tougher than your d20 wizard with d6 HD.  More emphasis is given to cantrips/0-level spells and less on really high level ones.  Makes sense really.
The Gadgeteer is used to make all sorts of high tech gadgets.  Your Howard Hughes-like characters.  You hard-boiled detectives are well represented by the Gumshoe.  The Hooligan is your all purpose neer-do-well, from street urchins to thieves and generally all purpose bad guys.  But that doesn't mean your character is bad, no he/she could have a heart of gold and be down on their luck. ;)  The Mentalist is a great addition given the fascination that the time had with Mentalism/Spiritualism. If the Arcanist is a "magical" character then the Mentalist is the "pyschic" one.  I also want to point out here that the Mentalist is a PERFECT class to port over to C&C if you want to do psychic/psionic powers there.  The Pugilist is your bare knucks fighter. We have these chaps in the Victorian era games too, but these have some nice features.  There is the Raider for your big game hunters or Indiana Jones types. Finally the Socialite.
There are some good rules on multiclassing as well, which is great for this Socialite/Hooligan I want to make.

The same Alignment system is in play as C&C.  Personally I would have liked something different. The nice thing is that it is completely optional.  I think for anything other than a D&D/C&C game I would drop it.

Next up are Fate Points.  These work like Drama or Hero Points.  The characters gain them at a level increase, but chances are they will spend them faster.  I have ported this over to C&C and other d20 games and they work great.  There is a lot you can do with these above and beyond normal "points" and they really add to the Pulpy feel of the game in my mind.  The main character doesn't die in Chapter 1 or Reel 1, and he doesn't die at Level 1 either.  Fate points are the "To Be Continued!" of the game.

The book on Characters ends with some equipment from the Pulp age including when they were introduced (good) and pricing for the times.

Book 2 is Advanced Character Customization
AA is not just about leveling up characters, there are other ways to advnace and customize your Pulp Hero.
Characters can have Abilities (like Ace), Backgrounds (like Scientist), Skills, and Traits.  Traits are bit like Feats and a bit like Qualities and Drawbacks in other games.

Since there is Arcana and this Pulp there is a chance the characters will run into something that will break their little minds.  So we have a section on Sanity.  These rules are simple and solid really.  There is not too much detail to read like the latest DSM but enough for a game.

There is also a section on Wealth which is dealt with not as money, but rating based on class.

Book 3 deals with the Paranormal
In particular this chapter details the differences between psionics and magic.  Again, this would be great to port over to C&C.   The basic mechanics behind using psionics and magic are also detailed.  Frankly I am really, really glad that Psionics are different from Magic.  They should be and they should feel different. One of my disapointments with D&D3x (and 4e) was Psionics were treated just like another form of magic and they shouldn't be.

Spellcasting is based on Mana points which is a good change really, and fits with the Pulp period more in my mind.   Spells are largely treated the same way as other d20 products so adding new spells is actually pretty easy.

What is interesting about both the magic spells and psionic powers is they both have associated Ability scores.  So a spell might require Intelligence or Charisma.

Book 4: Rules of the Game is next.
It is what you would expect it to be.  Maybe a little more information on non-lethal and unarmed and two-fisted fighting.  There are some more gadgets here, in particular modes of transportation.

Book 5 covers the Bestiary
In pulp literature there were still unknown lands to discover and many of those lands had never been seen by man before so who knows what sorts of beasts would dwell there?  Well not really dinosaurs or giant apes, but in your game you can.  We get a nice mix of classical monsters, atomic-horror giants, undead creatures and aliens.  It's crazy. But crazy in a good way.  Since the monsters are standard format you can even pull out any monster book for C&C (or d20) and use those monsters too.

Book 6 Running a Pulp Game is next.
Details the pulp 4-act adventure (for contrast I typically run 3-act adventures for Buffy and 5-act ones for Ghosts of Albion).  For your benefit a sample adventure is included.

We end the book with a Character Sheet.

There are plenty of support files from the author:

This is the errata for the first printing (dark cover): http://www.grey-elf.com/candc/aaerrata.pdf

A Character sheet: http://www.grey-elf.com/candc/aacharactersheet.pdf
And expanded Firearms.  These are in addition to what is found in the books: http://www.grey-elf.com/candc/aafirearms.pdf

Ok. Judgement time.

Science Fiction Double Feature
I like this book a lot.  I am not sure I would ever play in a pulp setting, but I think it is a great update/replacement for Modern d20.  Truthfully while reading this what I REALLY want to do with this is something along the lines of 50's and 60's monster movies.  So aliens attacking the earth, giant insects and kaiju.  "This Island Earth", "Forbidden Planet", "Them", "Day of the Triffids" and the like.  I know this is not what the book was designed to do.  But it sure works great for it to be honest.  Actually better than great.

I have a lot of Pulpish, 2-fisted  adventure, games.  This one is great for Pulp, but to ignore the flexibility in this game would be a crime.  Plus the 50s are an under-represented time in RPG games.

Stand and Deliver!
Another thing that this game is PERFECT for is as a supplement to Castles & Crusades.  Not only do you get an updated Arcane class, you get a perfectly workable Psionic class with powers.   Even if you don't use that try using the Fate Point system with C&C.

One of the nice features of this game is the use of just using a +5 for Primes.  Instead of a TN or 12 or 18 like C&C, AA gives you a plus to your roll.  We housed ruled this for C&C a while back and I understand it is fairly common.  I like it better than the core C&C rules and will use this instead.

There is something else that this game would be perfect for.  I have had this desire to do a game based in 16th to 17th Century England where I could cover such topics as Queen Elizabeth, The Stuart Kings and Queens, Shakespeare, Sir Francis Drake, Guy Fawkes, John Dee, Highway Men, sail and conquest.  This plus C&C minus many of the D&D trappings would be perfect.

I am thinking of modding the vehicle combat rules for Highwaymen on horse back and coaches-in-four.  Stand and deliver indeed!

Missing
What is missing from the book that I think would have been nice are some Archetypes/1st level NPCs.
Also a supporting cast might also be good.  What level and class is Police Officer O'Hara at Precinct 9 where you get all your good tips?

A couple of adventures from the publisher would also be nice.  You could put a few of them into one book.

Also missing, but something that I can easily find, is a map of the World circa 1930 with so travel times and costs. I would have liked some more information on the world too.  I guess that is the one thing that this book lacks.  Granted, these things are typically covered in a Game Masters' book or a Campaign book.   I ignored it up to this point because I was so drawn in by all the things I want to do with this that I never considered missing.  I am hesitant to count off for it since a.) I only noticed it now despite having had and played around with this game for a while and b.) I was not then and am not now likely to even use it.

So where do end this?
Well I really like this book.  Even if I never play it as intended there is just too much good stuff in it to ignore.

Buy this if...
...you like Jason's other books.  This is his style through and through.
...you like two-fisted pulp action adventure.
...you like Castles & Crusades and are looking to turn it up a notch or add Psionics or a Fate Point system.
...you want a flexible modern system built on a system that is tried and tested for years.
...you want easy to use vehicle combat rules.

My imagination is really grabbed by this system.  I think there is a lot of potential here and a lot I want to do with this game.