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Reality Storm: When Worlds Collide

Reviewed by: Wayne Tonjes

The crossover is a tradition of the four-color comic books that span decades, starting with the establishment of different heroes in the same world about the time of World War II. Since then there have been super hero team ups within the same city, same world, and same cosmology more than a few times. A little less common were the crossovers between different published universes, although even these were inevitably done, the most impressive sample perhaps having been the Amalgamated universe line. Reality Storm: When Worlds Collide by DOJ, Inc. takes this classic story line to the next level. Not only does it cross two established comic book universes, it combines to gaming worlds in a new superhero module for Champions and Silver Age Sentinels.

The book is divided into nine chapters starting with a superb history of comic book crossovers as well as a general plot summary and viable point ranges for heroes from either system. This adventure is fairly potent, with Hero characters of four to five hundred points and Tri-Stat characters of one hundred fifty to two hundred points. The second chapter gives the set up actions that precede the plot and outlines as much of the nature of reality as is needed to run the adventure. The plot is handled in chapters three through eight, and is summarized on the back cover and both product websites:
“When the deadliest villains in two universes - Dr. Destroyer and Kreuztritter - team up to threaten both realities with their evil schemes, it's up to the heroes of both worlds - The Guard and The Champions - to join forces and stop them... but they need your heroes' help if they're going to succeed! Reality Storm presents this pulse-pounding superhero adventure for two game systems - Champions and Silver Age Sentinels - with enough action and adventure to satisfy every campaign!”

The plot builds from the initial signs that something is amiss, requiring heroes to rescue civilians from unnaturally arising natural hazards like flooding, tornados, and earthquakes. These growing incidents culminate in a mysterious announcement by the two super villains, spurring the heroes to investigate the underlying cause. Even if their searches are partially fruitless, they are still scooped up and thrust into the framework of reality on pathways that seem to converge on a central palace. There the heroes must best the super villains before they can directly act to save the two worlds. Finally, their mission completed, the heroes are free to return to their home world, or are they? Overall, there is plenty of action whether trying to disrupt tornados or simply giving assorted flunkies a sound thrashing.

The last chapter in the book gives a full conversion apparatus between the two systems. It starts with base attributes and then gives a power by power alphabetical listing of the Tri-Stat attributes with conversion guides to the appropriate Hero’s powers. A second section gives the reverse conversion lead from Hero to Tri-Stat. Similarly, Tri-Stat defects, Hero Disadvantages, skills from both, and the one sided treatment of Hero perks, talents, advantages, limitations, and frameworks that do not have a direct Tri-Stat variant. Actual definitions of the two character creation systems, their respective elements, or power specifics are not given here. This converter does depend on users already being fairly familiar with one or both systems. To help readers get a good grasp of the adjustments that have to be made between the systems, the chapter concludes with Tri-Stat versions of the Champions and the three main villains and Hero versions of the Guard and their three major foes. As a final touch, there is also an index of section headers for easier referencing to augment the rather thorough table of contents.

The challenges offered are supported by material in most scenarios to handle free choices of cunning strategies or simple slugfests to give players plenty of freedom in getting through the story. Challenges are offered either without any particular game mechanics or with two summarizing blocks are given, one for each system. There are some flaws related to this approach, though. As stated, the major characters are only presented with character sheets for their respective alternate system, rather than in both formats. Worse, actual references back to the original sources for each of these characters are not given with the conversions or elsewhere. This is a trifle odd as two secondary characters are given such references in their first focal sidebar. Other issues include some typographical errors particularly in some of the numbers of various power conversion tables, references to maps that never made it to print, some sidebars pages earlier than their referencing text, and some minor flow issues in the layout. The art is highly graphic, although sadly gray scale. The chapter breaks are actually drawn up as comic book covers and their mook illustrations and action scenes placed throughout the main eight chapters. The last chapter is mainly text, although there is an appropriate illustration at the very end to fill out the content.

Reality Storm: When Worlds Collide offers a fairly decent plot with plenty of room for creative power usage and old school combat using a tried and oft enjoyed plot device. So, put on the power bands or charge up the mutant eye beams, and jump in to save two worlds. Only true Sentinels or Champions of the two worlds can stop the foes.

For more details on DOJ, Inc. and their new superhero module for Champions and Silver Age Sentinels, Reality Storm: When Worlds Collide, check them out at their website http://www.herogames.com and at local game stores. While checking there, also take a look at their collaborators, Guardians of Order, at their website http://www.guadiansorder.com and at local game stores.

(Product Summary)

Reality Storm: When Worlds Collide
From: DOJ, Inc.
Type of Game: Superhero module for Champions and Silver Age Sentinels
Written by: Darren Watts and Allen Thomas
Art Direction and Graphic Production by: Jeff Mackintosh
Developed by: Jesse Scoble, Mark C. MacKinnon, Darren Watts, and Steven S. Long
Edited by: Ben Seeman
Cover Art by: Chris Stevens
Additional Art by: Tara Lustik and Udon
Number of Pages: 96
Game Components Included: Soft Cover Book
Retail Price: $19.99 (US)
Item Number: DOJHERO0207
ISBN: 1-58366-017-8
Website: www.herogames.com and www.guardiansorder.com

Reviewed by: Wayne Tonjes

Added: October 11th 2004
Reviewer: Wayne Tonjes
Score:
Related Link: Reality Storm at DOJ's Website
Hits: 159
Language: eng

  

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