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Old 08-18-2006, 01:01 PM
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Spinachcat Spinachcat is offline
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Join Date: Oct 2005
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Talking Re: [RPG]: Splicers Role Playing Game, reviewed by Rev. Frank (2/3)

I have been very impressed with Splicers, mostly for the biotech. It is easily my favorite game from Palladium.

The limited number of OCCs is actually not a problem because the extreme customization of Host Armor and living body armors. Creating your Host Armor is very much like making a superhero worn by your character.

Most interesting is that your Host Armor grows as you level up. The conceit is that the Warlord of your Great House grants a boon of more Bio-E from his Engineers / Librarians who sculpt the living weapons.

The Palladium rules are fine for people who love AD&D, Classic Traveller or other old school systems where you wing half and houserule the rest. Personally, I love homebrewing, tinkering and converting. I am toying with converting Splicers to Savage Worlds. In fact, I need to find how Savage Worlds does Power Armor so if someone has a link, let me know.

Splicers needs a sourcebook desperately because as one poster on the Splicers forum mentioned, so much of the coolness of the game is between the lines of the text. In fact, there is a fan produced unofficial sourcebook coming soon.

The main text of the book aims at the Machine vs. Human conflict, but the more interesting from an RP perspective are the Great House issues. In fact, I would describe Splicers as Dune meets Bio-Guyver meets Terminator. The Great Houses of Splicers are filled with serious issues of power, control, insanity and pressures of war and resources and rogues. I am looking forward to those aspects being explored in more depth.

BTW, here's some of the artwork
http://www.thecomicslab.com/forum/sh...ad.php?t=55851
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