Product Blurb
A dark a stormy knight...
So you want to be a Templar, huh? Learn to handle
a sword, take on the horrors of the Wasted West? You
young punks! All you see are the white tabards and
the gleaming swords. You don't have any idea what
it takes to a Templar.
It ain't slaying monsters that's
hard - any waster with a scattergun and a conjone
or two can give that a whirl. It isn't the sacrifice,
or the weeks spent disguised as lepers or muties.
No, helping folks isn't what's tough. It's turning
your back when you have to.
See, we Templars are the ultimate
weapon in the war between what's left of, good in
this world, an dthe evil of the Reckoners. We're tough,
but there aren't many of us. We gotta choose our battles
carefully, and walk away from the undeserving.
We also need every weapon
we can get our hands on. Fortunately, we've got an
arsenal - right betwen the pages of this book. Join
the ranks of the Apocalypse Knights with a bunch of
new rewards, the blessings of the Martyrs, and even
a few powerful relics. Plus a complete adventure that
pitches you straight into the heart of the battle
between the Templars and there own dark side: the
corrupted anti-Templars!
It's a shattered world, waster - a world desperate
for saviors. Still think you got what it takes to
don the white tabard?
- From The Last Crusaders Sourcebook - |
Product Review
This sourcebook
covers the miss-understood heroes known as Templars.
A group of post-apocalypse paladins, who only help
people who are deserving. This is another good sourcebook
from the people at Pinnacle, with a good mix of humor,
background and new rules/powers. It is written in
the usual Pinnacle style with an opening chapter written
by a H.O.E character in this case Jo (the narrator
from The Wasted West sourcebook). Then a chapter on
new rules for creating Templars plus other lower members
of Templar Order. We then get a chapter on powers,
a chapter on The Martyrs (The spirits of warriors
who have fallen in the fight against the Reckoners),
and finally some chapters for the Marshals eyes only.
In the first chapter Jo tells us
how Simon Mercer, leader of the Templars, gained his
powers and created the order. But first of all we
get a brief history lesson on the real Knights Templar,
an order who protected pilgrims on their way to the
holy lands in the twelfth century. We are then told
how Simon wandered the Wasted West after judgment
day. Until he witnessed the death of Jenny Hise, a
Law Dog (Protector's of Weak) who tried to protect
a town from raiders, but was then betrayed by the
townsfolk who left her to die. After this Simon returned
to this hometown of Boise, but on the way suffered
many trials and visions sent by the Martyrs, who then
granted him the powers all Templars now use. We then
learn how Simon taught the first of his new order
and the events these new Templars took part in. Plus
we get a review of the Templars relations with certain
groups in the Wasted West. Then we learn about the
Dark Side of the Templars... the Anti Templars. A
group of Templars who have stopped following the path
of the True Templars, and who use different methods.
The two groups have a blood oath to kill each other
whenever they meet, so as you can imagine things are
never very friendly between them. Finally we are told
the stories of several Martyrs and how each grants
its powers to the Templar. Some of these Martyrs are
very funny, for example:
Wyatt Earp, the saint of Composure.
Eliot Ness, the saint of Morality. (Who spent much
of his life fighting Mob Families, many of whom were
the evil servants of the Reckoners.
John Wayne, the saint of Grit (who gives us one of
the best quotes, from the squire archetype "Sorry,
I know sarcasm isn't 'becoming,' but I'm starting
to feel faint. Huh? No, I don't think the Duke's gonna
bless me for sitting here bleeding. 'Not if I keep
whining.' That's funny. Really funny. Thanks."
That finishes the opening chapter, so next we go onto
the new rules. Here we are given the options for creating
Templars, Squires (Templars in training), Anti-Templars
and Companions (Recognized heroes who work with the
Templars but don't want to be Templars.) We then have
some expanded rules for sword fighting, such as wonderful
moves like sword throw, reverse thrust (stabbing some
behind who without turning) and feint. Don't worry
if you don’t know what they all are because
you get some funky pictures to keep things simple.
Next we have the important part.
The powers of the Templar, which are called Rewards.
These rewards are nowhere near as powerful as the
ones used by Sykers or Doomsayers, but both of these
groups need to pay strain to use powers, which means
they can only do so much a day. The Templar's Rewards
can be used all day for no cost; this fact makes them
very much harder when aTemplar has picked up several
rewards. The nature of the rewards is enhancement
of ability, over alteration of the environment (so
no Nuke's or Brainbombs', just increased strength,
accuracy and fortitude.) Some of the best rewards
are:
Armor of the Saints- Gives the Templar
a natural armor, which at it's best, is almost as
good as Kevlar.
Deflection- Deflect magic aimed at Templar. (Good
if you get in a fight with the group's Doomsayer.)
Guardian Angel- Pure good luck helping to keep your
Templar safe.
We then slip into the No Mans Land and Marshals section,
both of which are off limits so I won't discuss them.
But in here we have the game effects for Martyrs,
anti-Templars and some Relics. Plus all the dirt behind
the clean cover story. I must point out to any Marshals
who plan to run the Adventure from the back of the
book, firstly: make sure the party really have a chance
(something which is very hard to do if you check it's
powers.) and secondly: make sure you put in lots of
extra encounters to keep it interesting. Other than
this the adventure is very good. The book is well
worth buying, even if I am biased by the fact that
Templars are my favorite Arcane Background.
Reviewed By Martin Dye |