time for level 12!
Power Slide Feat 7
General Skill
Prerequisites expert in athletics
If your quick they can’t get you! You no longer provoke a reactive strike when you move through the reach of a creature with the reactive strike ability.
Thoughts?
time for level 12!
General Skill
Prerequisites expert in athletics
If your quick they can’t get you! You no longer provoke a reactive strike when you move through the reach of a creature with the reactive strike ability.
Thoughts?
Product– Death Metal
System- When the Wolf Comes
Producer– Schwalb Entertainment
Price– $3.99 here https://www.drivethrurpg.com/en/product/486488/death-metal?affiliate_id=658618
TL; DR-NORSE NUKES! 98%

Basics– You know what Vikings need? NUKES! Death Metal is less about hard core bass riffs and more about particle physics and Norse scientists inventing nukes to finally deal with those pesky giants. Death Metal refers to radioactive metals that cause death in those that play with them. This book has class options, story and theme, and weapons for both When the Wolf Comes and standard Shadow of the Demon Lord.
Mechanics or Crunch– Death Metal has a decent amount of toys for the GM and player. There are three expert and four master paths. This is primarily written for When the Wolf Comes, but it crosses into standard Demon Lord, so the mythic paths are not tied to race. I honestly enjoy that more. It has a few alternative race options for your characters to take in Wolf as well. There are rules for nukes. Everyone loves handheld nuke grenades, so that’s new fun for the party. There is not a ton of new crunch here as this is very much a theme heavy book. It’s good, but I would like a bit more. Overall it’s solid work that fits well into the crunch that’s out there already. 4.75 /5
Theme or Fluff– This is where the book shines the most. There is LOTS of story for both Wolf and Demon Lord here. Heck, as a chemist, any book that includes what the Norse would have called beta particles makes me irrationally happy. You have an in-lore explanation of why different Norse races would have made reactors, and in Demon Lord you have a story about how a space man created a space elevator to get home and left nuclear tech with some people stuck in gothic horror. It’s a ton of fun! 5 /5
Execution– This book is easy to read, fun to read, hyperlinked, and has good art. That’s honestly all I want in a book. For the page length, the price is pretty standard, but I need to stress it’s well put together. 5/5
Summary– Nothing like nuclear Vikings and atomic weapons to brighten your day or entire coast line! This is a solid book adding new fun twists to both Demon Lord and Wolf. I enjoy how these are added and and something that you can bring in if you want. The crunch is good, but maybe need more. The story is amazing, and something I enjoyed reading from multiple angles. The book itself is a pleasure to read. This is something you should check out if you play Demon Lord or Wolf! 98%
the last arcane feat, and times for the one for level 20!
General Skill
Prerequisites legendary in arcana
You’ve master through study what only wizards know Once per day, you can choose an arcane 3rd level spell that is not uncommmon and attempt a DC35 arcana check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.
Thoughts?
What?
Going Deaf ( 1 to 4)
Be it just a bit or nearly everything, you’ve started to lose your hearing.
• Bonus: 2 Karma per level
• Game Effect: Characters attempting a stealth check against you gain a bonus to their dice pool equal your your ranks in this skill.. In addition, increase the invisibility and improved invisibility condition number of any character you attempt to perceive.
Thoughts?
More arcana, and times for the one for level 18!
General Skill
Prerequisites legendary in arcana
If magic holds it together, you can tare it apart! When you succeed at a recall knowledge check against a specific creature that would require arcana to study, you can instead of learning facts give a +4 status bonus to attacks against that creature to all allies. This must be done for each specific creature and only last for one minute.
Thoughts?
Where is it?
Losing Sight ( 1 to 4)
Be it just a bit or nearly everything, you’ve started to lose your site.
• Bonus: 2 Karma per level
• Game Effect: For every physical visual based Perception test, you have a penalty equal the the number of ranks you have in this quality. Matrix and astral perception are unaffected.
Thoughts?
More acrobatics, and times for the one for level 16!
General Skill
Prerequisites legendary in arcana
You’ve learned so much you can hang with the most talented wizards now! Once per day, you can choose an arcane 2nd level spell that is not uncommmon and attempt a DC30 arcana check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.
Thoughts?
Product– The True OSR – Obsolete Shi**y Rules
System- The True OSR – Obsolete Shi**y Rules
Producer– Tin Hat games
Price– $25.00 here https://www.drivethrurpg.com/en/product/454627/the-true-osr-obsolete-shi-y-rules-eng?affiliate_id=658618
TL; DR-What the hell just happened? 87%

Basics– Why don’t we fight about the rules! OSR is to RPG as metal is to music. OSR is an EXTREME rules light RPG. Let’s break this down.
Base Mechanics- This is a d10 based system. You want to do a thing? Roll a d10 and add a bonus from the associated statistics. You get a 6, you succeed! Or not, if the Master(GM) decides the number is higher, or if he or she is just mad that day! This is a rules based game, but not the kind of game where there are many rules.
Combat- Combat is quick and simple. All characters roll initiative. Then in initiative order, you get 2 actions. Actions are moving, attacks, reloading, and anything else you might want to do. When you do an action, you can make it heroic by spending XP and roll on an epic table where you may be awesome or completely fail!
And honestly that’s it!
Mechanics or Crunch– This is an interesting one that might be too streamlined! The game is VERY theme heavy and rules light. It might be so rules light that new players might not know how to play, much like early DnD needing a friend to bring you into the cult because the rules were so obscure. That said, it aims to be very punk forward and rules light. And in that it succeeds. What this book does have that is amazing is over 100 pages of random tables full of crazy things for the players to interact with. However, I feel that the rules-light nature hurts it a bit when new players are learning what the hell is happening! 4/5
Theme or Fluff– You can say many things about OSR, but you cannot say it has no theme. This book oozes theme. It’s like hitting a rock concert after hard drugs in a spray painted van. Every page is full of crazy things, art, and words. It is an assault on the reader how much is going on on each page-in a fun way! 5 /5
Execution– This is a good book with one unforgivable sin. This is a fun book, but not a book that honestly reads easily. I “think” I know how to play by reading, but the layout makes following everything a bit hard. There is amazing stuff here, but the disorder overshadows the text. It honestly verges on the distracting sometimes. Also, there are multiple random characters, but I wonder if those are pregens or NPCs. Does it matter? This book also doesn’t have an adventure. Give me an adventure to play out of the box please! 4/5
Summary– Someone once said, hippies were mean people cosplaying as nice people and metalheads are nice people cosplaying as mean people. This book feels like that. The book is a full-on assault on the senses, but it’s fun. The layout of the rules are kind of all over the place and hard to follow but they are there. Also, they, meaning the author, the rules, or even the community of OSR players, don’t care if you use them or not. It’s more about crazy gonzo fun. And that is where the book succeeds. This is pure grab your buds, hope you played right, but if you had fun you had fun! It is not balanced in any way, nor is it any sort of guidance in how to run the game. But that’s not the kind of game this is. If you want some even-more-crazy-than-DCCRPG old school tabletop fun, then give OSR a try. If you need even a hint of structure, then this might not be for you. 87%