Review – Intercrime: Hostile Takeover

25 April, 2010

Intercrime: Hostile Takeover -Edition 1.0- is a 27-page PDF (25 pages if you remove the cover and following blank page) containing a complete adventure for the Living Legend Superhero RPG written and illustrated by Jeff Dee and published by UNIgames.

The layout is a straightforward design, with a good full-color cover and 2-column layout in the interior organized in an old-fashioned section number, subsection number and so on combined with the table of contents finding what you need in the product is simple.  The character sheets are provided, complete with illustrations, for each major character.  Two well done black and white maps (of a bank and the Intercrime base) and a printable full-color sheet of counters to represent all of the characters in the adventure is provided as well.

This adventure introduces the sinister Intercrime organization, a high-tech group who supplies other criminals with the weapons and other tools they need to act in a world of superpowered people.  The basic structure of how Intercrime operates, the sort of operatives it employs and how it keeps them all loyal.

The main adventure runs: stop a bank robbery by a group using Intercrime provided technology, discover a flaw in the Intercrime cut off that allow the heroes to locate the local Intercrime base, and smash the base!  An excellent introductory adventure, though a little bit more GM advice -especially for new GMs- would not have gone amiss either.

Intercrime: Hostile Takeover is a good introductory scenario for a superhero game, nothing especially new but it hits the major tropes.  It also works as an introduction to the Living Legends system, though it would be easily adaptable to other Superheroic games as well.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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