Monday, July 13, 2015

Review: Space 1889

Space: 1889 was always one of those games that I wanted to play, but never found the time or the group to play it.  I remember picking up a copy back when I was in college and was...well odd to say the least, but still I loved the idea.  It was very much Jules Verne meets H.G. Wells meets Nikolai Tesla meets Weird Science.   The book sat on my shelf for years though unplayed.

Fast forward to Summer 2013 and there is a new Space: 1899 in the works, this time as a Ubiquity game. At the same time the makers of HEX are giving us a Ubiquity-based Mars game.  Seemed like a good time really to jump onto the Ether-ship to Mars.

Space: 1889
This review covers both the PDF and the hardcover book.  The book is 260 full-color pages, with some black & white art.   The hardcover comes with a ribbon bookmark.

It is a gorgeous book really and one that really captures the feel of the original GDW game.  For the first time a Ubiquity book (this time published by Clockwork Publishing) breaks with tradition and gives us some of the background and setting first.

The first few pages, Prefaces, The World of Space: 1889 and  Storytelling in Victorian Space, cover a bit of background and set the stage for what it to come.

Now. Let's be fair.  While this is a science-fiction or science-fantasy game, a lot of real science is ignored to make it work.  Just go with it.  Think about this from the point of view of the Victorians. Many who thought electricity still had "divine" attributes.

Earth (there are no proper chapter numbers) covers Earth. In particular it covers the space exploration of the time and the Alt-Victorian timeline.   If you are using League of Adventure with this, then you will need to figure out which alternate timeline you want to use.  Or just make up your own.  It also covers a little bit on adventuring on Earth. But with all this I am sure you are not going to stick around.  Stats for various creatures are presented throughout.

Mars is next.  This is not Barsoom but the Mars of Space: 1889.  It has influences from various Sci-Fi stories, but this is all new to many.  This chapter covers Martians, the lands, flora and fauna.  I have toyed around with the idea of scraping this Mars in favor of a John Carter version of Mars, but that would really be wasting a lot of good material here.

Venus is our next chapter.  This Venus is the lush, tropical jungle filled with dinosaurs. Not the planetary hellscape we know it is today.  This I am inclined to keep as is.  I read a lot of sci-fi from the 60s and 70s that still described Venus like this, complete with dinosaurs and too me that is just too much fun.  Something like Jurassic Park meets King Kong only on a planetary scale.  The day of Venus is modified to fit more Victorian understanding of science and is not the 117 day long days we know it to be now.

Mercury is not very long, but still a fun read.

The Ether might be the funnest, and most important, chapter in the book really.   This deals not only with the mechanism of space travel, but also the medium.  Here we really get into the Jules Verne-ieness of it all.  This is fun chapter for me because I can see uses of this in other games.  For it's also about having my cake and eating it too.  I love RPGs, but my first love was and still is hard science.  I think that is one of the reasons I have trouble finding a good Sci-Fi game but can play any fantasy game. The Ether is a way for me to hand wave all the scientific inaccuracies and just focus on the fun.

Next we get into the "rules" section of the book.

Characters covers character generation.  This is pretty much the same as other Ubiquity games and that is a nice plus.  I know my League of Adventure characters can now travel to the Moon or Mars.
Now the nice part of this chapter, and something that can be used in other Ubiquity games, is the "Variation on Starting Points".    Your core-book standard is known as a "Promising Character" now. But you could also start as an "Unlucky Fellow" with almost half the starting points or as a "Veteran" with a few more points.  This is something that the Unisystem game system does in all their games and it works out brilliantly.  I expect it would work just as well here.
The Archetypes section includes a nice variety including a couple of Martians. There is no special Talent to buy to be a Martian. Nice change of pace really.

Rules covers rules.  Combat, Damage, and Healing cover that as well.  Again this is a Ubiquity game so these rules are not very different than other Ubiquity games I have read and played.

The main differences in these chapters is the focus on space travel and the planets characters can travel to.
The Equipment chapter should be noted for the shear number of new items this adds to the Ubiquity body of work.

One of the funnest chapters is the Inspiration one.  This is no mere list of Victorian era sci-fi.  Books of fiction and non-fiction alike are listed, with an accompanying paragraph on why they are inspiring. Even a handful of comics are discussed.   TV shows and movies are just listed.  This is afterall, a literary time.

The Glossary is rich and very useful. The Index covers topics and rules.
We end with one of the best looking Ubiquity character sheets I have seen.

In the hardcover the maps of Mars and Venus are on the liner pages.  In the PDF they are seperate wide pages.  In both cases the maps are gorgeous.  They would look fantastic as framed art prints.

This game is a guilty pleasure and I wish I could play it more often.


I might spend some time this week discussing the other versions of this game.

Saturday, July 11, 2015

Zatannurday: League of Extraordinary Ladies

Introducing the League of Extraordinary Ladies!

I have posted some of these pics in the past, but really it is time for me to pull them all together.

If you can, please stop by Michael Dooney's Deviant Art page for more.
http://michaeldooney.deviantart.com/gallery/33431300

The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place.

Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well.  I am also using the magic systems found in Secrets of the Surface World and Mysteries of the Hollow Earth.

In this case I am doing a more straightforward conversion of my Cinematic Unisystem version of Zatanna.

Zatanna Zatara

Archetype: Occultist
Motivation: Justice/To help others


Health 9
Style 5

Primary Attributes
Body 3
Dexterity 4
Strength 2
Charisma 4
Intelligence 4
Willpower 6

Secondary Attributes
Size 0
Move 7
Perception 10
Initiative 8
Defense 7
Stun 4

Skills (levels only)
Academics, Philosophy 7
Academics, Religion 7
Animal Handling 5
Archery 3
Athletics 2
Con 6
Drive 2
Firearms 3
Investigation 5
Larceny 6
Linguistics 8 (English, Italian, Latin, Greek, Egyptian, Backwards talk)
Medicine 2
Melee 2
Performance 6
Ride 2
Stealth 4
Streetwise 4
Sorcery (Homo magi) 9 (Willpower based)*

Talents
Attractive
Danger Sense
Headstrong
Magical Aptitude (Homo Magi race)
Psychic Ability (ESP, precognition, TK)
Well Connected

Resources
Ally 3 (John Constantine)
Contacts (the Justice League) 4
Contacts (Supernatural) 5
Fame 4 (well known Stage Magician)
Wealth 4

Flaws
Mental (Fear of Commitment)
Obsession (protect others)
Weirdness Magnet

* While Sorcery is Charisma based in Secrets of the Surface World, I am going with Willpower Based here since this is a straighter point-for-point conversion.  I want to play around with different bases for Sorcery.
I might make Witchcraft Charisma based and High Magic Intelligence based.
Zatanna can choose any spell, but she must be able to speak backwards.


Friday, July 10, 2015

Friday Night Videos: 2,000,000 Other Side fans Can't Be Wrong!

Welcome back to Friday Night Videos!

Tonight we do a little self-celebrating and mark 2,000,000 hits to the Other Side blog.  Yeah I know, a little self-aggrandizing, but hey. I pay the bills here.

I have talked about the history of this place before, so no real need to do that again.  Let's just get to the videos.

I am not 100% sure, but it is likely that the name "The Other Side" came from this Moody Blues song.  I had a newspaper article in my school newspaper back in 86-87 named "The Other Side of Life".  My first web site was then called The Other Side.  Kinda anti-climatic isn't it.  But still I like the Blues and this was a good album for 1986.
Like the song, thought the video was a little lame.




Interestingly enough the next Other Side, my website, came out a little after this Areosmith song did. It was from 1994, the same year I moved to Chicago to work on my Ph.D.




I have been a fan of the Red Hot Chili Peppers since "Mother's Milk".  The Otherside came out at a very, very weird time for me.  I might talk about it sometime. or not. Have not decided yet.




Here is a new one for me. Sirenia.  I know nothing about Norwegian symphonic metal, but I like the sound of this.  It certainly has all the elements of things I like.  This video is kinda cool.




If I had to be honest. Really honest. Well then I would have to stick with the Moody Blues story above.  But I was rewriting my personal story then this is the song that really motivated me to name my lexical outlet to the world then I would have to choose The Doors and "Break on Through (to the Other Side)".  Total cheat on the title too.




Red Sun Rising is another new band for me.  They have this Alice in Chains feel about them that I really enjoy.   I heard this one on the radio the other day when trying to come up with tonight's theme.




Hope you are all with me for the next 1,000,000 hits.

The Refrigerator for Hollow Earth Expedition/Ubiquity

Taking a a quick break from reviews on Ubiquity books till next week when we head to space.  Today I want to try my hand at another NPC, this one a Mad Scientist.

A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.
I thought I might stat him up for Ubiquity and Hollow Earth Expedition in particular. He seems particularly well suited for this game.  Here is some background.

This guy came, literally, out of a nightmare.  Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die".  It really bugged the hell out of me and gave me nightmares for a long time.  Still kind of bugs me.  Of course later I learned there is a whole creepy fetish thing related to this.  I think my issue is far more basic.  I hate being cold and think being frozen is quite possibly the worst thing ever.  Then recently I found a cover from the pulp magazine "Horror Stories" from 1937.



The cover is by John Newton Howett and typical pulp tradition it was reused for the first issue of Startling Mystery. That picture deserves a villain.  I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.

History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love.  His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress.  From his father he gained his intellect and from his mother he learned lessons in cruelty.

As his mother aged she became more and more cruel.  In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time.  Gelé began to work on a process to forever keep the beautiful women young.  He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy.  But he never could talk to or relate to them having grown up socially stunted.  So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage.  Finally through a combination of fluids and gases at super cooled temperatures.  He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak.  He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.

Dr. Andreas Gelé

Archetype: Scientist
Motivation: Power (Preserve Beauty, he seeks power over something he can't control.)

Style: 2 Health: 5

Primary Attributes
Body: 3
Dexterity: 3
Strength: 2
Charisma: 1
Intelligence: 5
Willpower: 3

Secondary Attributes
Size: 0
Move: 5
Perception: 8
Initiative: 8
Defense: 6 (3 + 3)
Stun: 3

Skills (base + level)
Science: Engineering 5 7 12 (6)
Science: Cryonics 5 8 13 (6)* Not in any of the books.
Medicine 5 7 12 (6)
Firearms 3 4 7 (3)

Talents
Skill Mastery Science

Resources
Weapon 1 (Freeze gun: +1 bonus to stun opponent)
Refuge 1 (Secret laboratory: +2 Skill bonus when inside)

Flaw
Mental, Obsession: Obsessed with preserving beauty in young women.**

(**  There might be issues with setting his Flaw so close to his Motivation, but I would play his Motivation to build better freezing machines and steal more money.  His Flaw causes him to seek out attractive women even when he could be caught easier.)

Weapons
Freeze gun 4 N 0 8 N (4) N
Punch 0 N 0 0 N (0) N

Freeze Gun
Special weapon
Can do lethal on non-lethal damage.

Still playing around with the stating of characters.  But I am getting the hang of it.

Thursday, July 9, 2015

Countess Erzsébet Báthory for Ubiquity

A while back I did a series of posts on Erzsébet Báthory for various systems.  I am giving her a go for Ubiquity and in particular Leagues of Adventure.

You can read her background here.

You can see my other builds of her here:
I am sticking close to these, but this is not an in and out conversion.

Yes. This is the blood-bathing vampire version.  Not the historical one.

Countess Erzsébet Báthory
Patron 5
Archetype: Vampire; Motivation: Stay Young and Beautiful; Style: 5

Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 4, Willpower 6

Secondary Attributes
Size 0, Move 11, Perception 10, Initiative 10, Defense 11, Stun 5*, Health 11*

Skills
Academics: History 7, Religion 5, Athletics 8, Brawl 6, Con 8, Diplomacy 9, Empathy 7, Intimidation 8, Linguistics 8, Performance 9, Stealth 7

Talents
Mesmerize** (Make a single Willpower roll against all opponents within 10 feet), Iron Jaw (+1 Stun)*, Unarmed Parry (can block melee weapons), Well Educated

Resources
Refuge: Size 1 (smaller apartments across Eastern Europe), Status 1 (Foreign noblewoman; +2 Social bonus)

Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature, she prefers young women)

Weapons
Bite 9L***, Punch 9N

* Báthory is immune to lethal and nonlethal damage except from drowning, fire, or holy objects.
** This represents the Báthory’s indomitable will being projected onto others. As such, she uses Willpower rather than Performance.
*** If Báthory scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.

Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds Báthory’s Body rating, she is instantly killed, otherwise the attack has no effect.

Wild Rose Aversion: Báthory suffers a –2 penalty to all rolls to affect a person wearing a garland of wild roses. Wild roses can also be used to ward entrances

Mesmerize: As per the Captivate Talent.

Power of the Lord: A Patriarchal cross (Greek Orthodox), crucifix, or holy wafer (and paraphernalia of other religions at the Gamemaster’s discretion) can be used to make a Touch Attack against Báthory. Such objects cause 0L damage.

These holy objects can also be used to keep Báthory at bay, but only if the wielder is a true believer in the faith. Presenting such an object requires an attack action. In order to close within five feet of the wielder, Báthory must make a Willpower roll as a reflexive action. If she rolls more successes than the wielder’s Willpower,she is unfazed and may act as normal. Otherwise, she can advance no closer, no use any of her other abilities against the wielder.

Regeneration: When Báthory rests in his earth-filled coffin, she makes a Body roll each dawn. Every two successes removes one level of lethal damage caused by drowning, fire, or holy objects.

Shape Change, Lesser: Báthory can transform into a wolf. This requires two complete rounds and a Willpower roll. While in animal form, she retains her own statistics but cannot speak, use tools, or use any of her other abilities. Reversion to her true form is a reflexive action.

Sire: Anyone slain by Báthory’s bite returns as a vampiric minion within three days of burial. Such fiends are incapable of personal growth, no matter how long they live. They retain their mortal attributes, Skills, and Talents, save for Intelligence, which is lowered to 1—these fiends are naught but nocturnal, feral hunters. A true vampire is created only if Báthory allows her victim to drink of her own blood before death.

Wednesday, July 8, 2015

Review: Leagues of Adventure

Leagues of Adventure is a Victorian Steampunk/Weird Science game from Triple Ace Games.  Though calling is "Steampunk/Weird Science" is selling it really short.  I actually have a lot to say about this game because I really, really like it.

Note: I am reviewing the hardcover and PDF versions of this game.  The hardcover is nice with a nice sturdy binding, full color cover with b&w pages and color inserts.  The PDF is the same and weighs in at 262 pages.

Leagues of Adventure (LoA hereafter) is the first Ubiquity game I ever purchased. I think what drew me to it was that it was very much a "Steampunk/Weird Science" game which was something new for me.  All my Victorian games tend to be Victorian/Magic/Gothic Horror games.  Ghosts of Albion, Cthulhu by Gaslight and even Victoriana are ones that spring to mind the quickest.  So this is a period I am intimately familiar with; one I really love and enjoy.

Maybe it is my read on it, or by design, but this game is more pulpy, two-fisted action than other Victorian games.  Sure it is not pulp to the level that Hollow Earth Expedition is, but the shared DNA is obvious.  Even a couple of the archetypes felt similar.  So if your idea of Victorian era fun is dark, smog soaked streets at night hunting a lone killer...well this game can do that, but it is also better suited to hunting down a rampaging elephant in the heart of the city let loose by a society with aim opposed to yours.   Or hunting down a secret cult planning on releasing a virus in the city.

Certainly one of the many inspirations for LoA is another League, the League of Extraordinary Gentlemen.   Indeed, the cover even invokes the movie a bit.  Hey. I know the movie sucked compared to the comic, but it was still big stupid fun and I enjoyed it.



If you are familiar with the Hollow Earth books then this is one is set up along a similar idea.  Though the chapter titles wonderfully worded and sound "Victorian".  A huge plus in my book.

The Introduction is the typical what is this game, what is roleplaying, what is that house, where does that highway lead to?  Sorry. That was the Talking Heads.  Not really needed by anyone reading my words here, but still nice to have.

Chapter the First: What Has Been & What is to Come, covers a history of events from 1890 to 1899.  Dates are listed, wars are discussed and various rulers of nations are listed.  Good background information for any Victorian game.  The best bit might be the "Who's Who" it includes a mix of real and fictional people of the Victorian age.  If you play any Victorian game or have a passing interest in this period then this list has a lot of familiar names.   Still, great to have.  My ONLY complaint about this chapter is that it would have been better served as an appendix.  It is just a collection of lists with no narrative or context.

Chapter the Second: Concerning the Nature of Character & Inherent Qualities.   I want to pause to really soak that title in.  I am a Victoriana geek. I love that, sounds like a scientific paper that would dabble into meta-physics.  But all that aside this is the chapter on character creation.  Moreso than HEX this game is focused on Nationality because, well surprise, the Victorians were.
Since LoA is a complete and contained game, the full character creation rules are present here. This is good since the archetypes and motivations are slightly different.  Primary and Secondary Attributes are the same with the same point spread. Skills are given the same point spread as HEX but the skills themselves are slightly altered. Talents are also present with more of a Victorian flair.  The focus here is very much the "everyman" adventurer.  Sure having money or connections help, but these are slef-made men and women. So no supernatural talents just yet.  Under Resources we get to real meat of this game.
Characters are expected to be part of a League.  It is a great way to get dissperate and often unimaginable types to real Victorians of people together to adventure.  Each League can even have a wealthy Patron to provide the gear and expenses.   There are a number of clubs and leagues presented.  All with different hooks, skills and motivations.  It really is a cool way to get beyond the "you meet in a pub/bar/inn".  My faves are the Fenian Society, The Hollow Earth Society and the Temporal Society.  There are lots more, but making a new one is a breeze.  Hellfire Club anyone?  Actually this looks like a good way to introduce one I have played around with in the past, The Order of Lincoln's Ghost.
What follows are the color insert pages of the stated archetypes.  We got another Big Game Hunter here too, but it is interesting to see the differences between the LoA and HEX versions.
One minor nitpick...There is a pioneering Aviatrix. Yeah I know in a Victorian game a woman would never be around a plane, well that doesn't concern me (watch the Hayao Miyazaki movie "Porco Rosso" and then we can all stat up spunky girl airplane pilots).  No my issue that the first plane flew two years after Victoria was dead.  Ok, Ok this game also has a "Temporal Scientist" in it.  So my nitpick will fall on deaf ears.  I fix this by just setting my game in 1901.

Chapter the Third: The Mechanisms of the Known & the Unknown.  AKA Game Rules.   Here are introduced (or reintroduced) to the Ubiquity game system and dice.   I appreciate simple mechanics in my games and Ubiquity really is about as simple as you can get it.  Check your dice pool, roll the number of dice and add up the successes.  This works great with the pulpy-style of HEX. In LoA you get a more action-adventure orientated Victorian game.

Chapter the Fourth: Fisticuffs, Firearms & Falling With Grace.  or Combat.  Again. Love these chapter titles.  This is our combat chapter.  Truthfully if you have read and understand Chapter 3, then this is the logical extension of that.  There are other issues, but really it reads smooth and easy to follow.

Chapter the Fifth: Trappings, Necessities, Weapons & Conveyances.  Equipment.  Like it's older cousin this chapter has huge list of equipment.   I am pleased to see that the prices are given in British Pounds, schillings and pence (as any proper Victorian age game should) but also there is a listing for cab fare.  Read Sherlock Holmes sometime; the many kept several cabbies in business all by himself.

Chapter the Sixth: Of Physics & Metaphysics.  Ah. The chapter on steam punk weird science.  We start with what is the most important for this game; Inventions.  The Victorian time is often seen as a time of wild inventors, well you can do that with this game. The invention creation rules are really fun and simple. We follow with gadgets (smaller items), weapons, vehicles and moving on to the "living creations" aka your Frankenstein's Monster.  There are plenty of sample inventions to give you ideas or at least an end goal.  I say as a GM don't make an Ornithopter available to characters just because you have the stats for it.  Make them invent it.

Chapter the Seventh: A Guide to Navigating the World of Adventure. or the setting.  We start by talking about the style of the game.  Will it be gritty, adventurous, pulpy or cinematic.  There are tips on how to do all of these.  Personally for this game I prefer the pulpy action.   This chapter also covers adventure ideas, goals and hooks. All of this against the backdrop of a world during the turn of the 19th Century to the 20th.  The "modern" world is coming.
This also includes guideline on creating a "Villainous" league.  Every Justice League needs a Legion of Doom.  A few detailed examples are given.

Chapter the Eighth: Of Travel & the Unseen Marvels of the World.  The is the world overview for LoA.  It is a pretty healthy chapter too.  Lots of places are covered from around the world, both known and mysterious.  As well as factual and fanciful. I found this to be fascinating reading to be honest and really it makes this book worth the price to any GM running any sort of Victorian game.  It may or may not be compatible with what other game you are using but the ideas are a gold mine.

Chapter the Ninth: Stalwart Friends & Fiendish Adversaries.  The chapter of Mooks, NPCs and some creatures.  We get some generic mooks, "Thug", "Cultist" and so on as well as some named NPCs. Notable, Col. Sebastian Moran and James Moriarty of the Holmesian Canon.  Lo Peng, Dr. Moreau, and The Mad Monk.   For monsters we get a nice collection; Intelligent Apes, Gill men, and some dinosaurs.  We round it off with some normal animals.

There is a list of Recommended Reference Materials.  A Character sheet and a good index.

What can I really say about this book.  I am inordinately fond of it.  There is no magic worth a damn in it (normally a deal breaker) but I still enjoy the hell out of it.  There is a feeling in this game I can only describe as the "Thrill of adventuring".  In Ghosts of Albion people adventure because there has been some terrible murder or other crime committed by magic. In Cthulhu by Gaslight it is because of some terrible, unknown horror lurking in the shadows. In Leagues of Adventure the conversation is more like this:
Scientist: I do believe there are dinosaurs in the Amazon.
Big Game Hunter: What's that you say? Geeves, pack my trunks and guns we are going to South America!
Aviatrix: No too much, I am still working the issues out of my airship.  Better just take the guns.
Big Game Hunter: I like the cut of your gib girl! Geeves, just the guns then!
Scientist: There is a chance that the Explorers Club might beat us to it.  Though their scientist was at University with me, he can barely read ancient cuneiform let alone a map.

This is a game about big adventure. Frankly I get excited every time I open the pages.

Later I want to talk about using this game along with other Victorian era games.

Tuesday, July 7, 2015

Reviews: Hollow Earth Expedition Supplements

Today I want to go through some of the supplements for Hollow Earth Expedition.  Each of these adds something I think necessary and needed to the game.

Secrets of the Surface World
I won't lie. I really, really like this book.  I am reviewing the PDF at 167 pages.
Secrets of the Surface World is the guide for all characters really.  There is a lot going on *on* the Earth without ever having to go *in* to it.
Chapter 1 covers Characters. Here we have a host of new archetypes, motivations and skills for your characters.  The big add here is the inclusion of Martial Arts and Brawling skills. So now you can make your own "Kwai Chang Caine" character.  Though for me the jewels are in the Talents.  Here we have Magical Aptitude and Psychic Ability.  Personally I think these should have been in the core book, BUT I do see why they are here.  HEX is really more about science, or more often SCIENCE!, and magical powers don't really help that.  But I am sorry I just love to see magic in my games.  Don't worry, fans of Weird Science have plenty to look at here as well.   There are more Resources as well.  Flaws are also covered, but so are Severe Flaws.  These are obviously worth much more.   We are also given Mental Flaws.  Plenty of Role-playing fun with these.
Chapter 2: Supernatural Powers is why I got this book to begin with!  Yeah, I like a certain kind of game and this chapter turns HEX into that kind of game for me.  The Supernatural powers are divided up into Psychic Abilities and Magic.  The system is pretty straight forward to be honest.  Psychic abilities are divided into various talents, each one must be purchased separately.   Magic is a single talent, though there are different Traditions, and a skill.   Spells and Rituals must be uncovered or found.  Not a lot of magical traditions and spells are given, but there is enough for me to take it and run with it.
Chapter 3 Secret Societies continues where the HEX core left off.  Everything from the Thule Society to the Mafia are covered here. Like the core some NPCs are also presented here. My favorites are Aleister Crowley and Edgar Cayce. It is a great contrast to see the two different supernatural styles together.
Chapter 4 The Surface World covers more parts of the world not touched on in the core book.
Chapter 5 T. F. Arkington's Lifestyle Emporium covers more gear.  A lot more gear.
Chapter 6 Weird Science.  I said there was going to be more for the fan of Weird Science and I meant it.  Want to send giant Nazi mechs against your characters? Ok. We can do that now.  Really.
Chapter 7 Vehicle Combat continues the material from the Core book. Though more detail is given. In truth you might not ever need this chapter since the core covers it so well, but it is nice to know it is here.
Finally we end with a sample adventure Prisoner of the Reich.
All in all a satisfying book.  I can't help but think that some of this should have gone into the core book, but the magic stuff is so different than the rest thematically I see why it wasn't.   I got this for the magic, so I am pleased with that.

I have so many plans for this book.

Mysteries of the Hollow Earth
Like Secrets of the Surface World is for well, the surface world, this book is all about the Hollow Earth.  Create native characters from all over (under) the Earth.
Chapter 1 again deals with Characters.  At this point you know how this all set up.  New Archetypes include Barbarians, Beastmen, Guardians, Healers, Mystics, Natives, Outcast and Warriors.  One thing should be pretty obvious now, not only can you use this for a Pellucidar-like game, but it sets up a Barsoom game nicely or even a Conan/Hyborean Age game.  A Pulp game in a Pulp setting, how nice is that!  There are some new motivations, and plenty of new talents. There are also some new flaws.  This book feels more like a true supplement rather than a book of "left-overs"; some thought and research went into this.  I was reading through it all and mentally substituting things I had read from Edgar Rice Burroughs or Robert E. Howard.  That's a good sign.  Plus you can mix and match talents to create Panthermen, Hawkmen, Reptile-people (always a plus in my book) and dozens of others.
The pre-gen Archetypes are great.  The Amazon Warrior makes me want to play a Xena like game now.
Chapter 2 takes us back to Supernatural Powers.  We start with more details on sorcery including more modifiers.  We also are given Shamanism and Alchemy which is really cool.   This chapter plus it's twin in Secrets of the Surface World gives me no end of ideas.
Chapter 3 covers Natives. This is a great and fun chapter to be honest.  If anyone asks me why run a game in the Hollow Earth I am directing them to this.  It is an odd mix of Pulp, post-Victorian occultism and fringe science.  I love it.  I have seen other games take the same elements, but the assembly here is fantastic.  Is it the only way to do this? No, the same elements appear in many other games (Amazons, Atlanteans, lost titans...) but here it works rather nice.
Chapter 4 Beastmen covers the others living in the Hollow Earth.  Natives are largely human, beast men are something else.  The usual suspects are here; Apemen, Gillmen, Lizardmen, Molemen (natch), and Panthermen (or at least a cat-like humanoid race) but there are some great newcomers like the not often seen Hawkmen (should be more Egyptian in my tastes but hey, happy to see them) and some insectmen and the new for this genre Green Men which are more plant like.
Chapter 5 covers the Hollow Earth.  It includes some basics (healing, getting out) but mostly devoted to various locations.  Atlantis for example is here, as is El Dorado (the City of Gold), Shangri-La,  and Blood-Bay where the Pirates hang out.  That is enough to keep you going for a while really.
Chapter 6 adds a more monsters to the Bestiary.   There are more dinosaurs here (always welcomed!).  There are prehistoric reptiles that are not dinosaurs, such as the Archelon and the Plesiosaurus among others. The science geek in me appreciates the separation.  We also get a great collection of prehistoric mammals.  Giant insects, giant apes, and other creatures fill this section.  There is even a guide for creating your own creatures. Which is good, because the one monster I wanted wasn't there.  The book has plenty of pictures of Dimetrodon, but no stats.  I might have to make my own now.
We end with a sample adventure, Fate of Atlantis and an Index.
There is so much here that any half-decent GM could find hours and hours worth of game materials for their own Hollow Earth games.

Perils of the Surface World
This is a collection of adventures that takes the characters around the world.  Adventures are harder to review than games in general since the real proof in both is the playing.  Adventures only more so.  This book contains four separate, but loosely connected adventures.
Each one also contains some added crunch or rules to the game.  We get Faith and Miracles, Horror, Infection and Sanity, New Sorcery Rituals, Artifacts and Vehicles and lastly (what might be the most fun) some Martial Arts powers.
No spoilers, but if you need some ready to go adventures then this is the book you want.