RPGs

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Gonzo 2

RPGAggression - Lou Agresta - Fri, Apr 22 2016 - 06:04


Gonzo 2

This book clocks in at 419 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with...414 pages of content......WTF, 419-pages?? Seriously, I had various iterations of the playtest-doc since last year. It's the only reason you're seeing this review NOW. This has been moved forward on my review-queue as a prioritized review...and doing so was smart, for this book has been in circulation among playtest classes for more than a few months This is seriously the biggest book of CRUNCH I have ever reviewed, even taking the one-column layout into account...and it would completely break my format. So how to review this?
All right, let's establish some standards, shall we? I am not going to go into an in-depth analysis break-down of each ability, since that would bloat this review to an extent that helps no one. Instead, I will give you a brief class-by-class breakdown and then provide my general assessment of it, all right? Great!
The architect is a 3/4 BAB-progression class with a good Will saving-throw, d8 HD, and 4 + Int skill points. These guys let you create towers based on environments present, with a scaling number of active towers at a given time. He may also choose to summon improved versions at 5th level - these count as two towers active. Towers are created as a standard actions and have different base stats depending on resources used in construction. Beyond that, they have a mobile weapon's platform. Gravity-towers, elemental towers...quite a lot of types are provided and the class has 3 capstone super-towers...though presentation here is slightly inconsistent - the table erroneously calls these "citadel cannon" instead of grand tower and one of them has a somewhat not really required reference to a tower being only a possible choice at 20th level - which already is the case for the whole category and makes the presentation slightly more confusing. The titan archetype is a full BAB one and uses towers to supplement his increasingly mechanical body and gaining size and towers to be added to the body - complex and unique.
The atomic adept is a 3/4 BAB class with a good Fortitude saving throw, d8 HD, 4 + Int skill points, and 6th level casting - with a unique twist: While the class has an extremely small Int-governed spell list, they are defined by radiation: These guys are kinda like warlock-y type of blasters, with scaling rays that inflict radiation damage (treated like negative energy, minus option to heal undead). Here's the interesting component, though: These blasts can only be performed safely a number of times per day; any blast thereafter inflicts double the amount of rads on the atomic adept. Spells also influence the rad count with a somewhat chaotic chance of incurring a meltdown against himself. The higher the rad count a creature has, the more severe the negative conditions incurred, with rest, spells etc. being capable of reducing rad-count. Sufficient natural or regular armor also reduces rads incurred. This class is odd - there are VERY powerful talents that let you gain full progression for the blasts, for example...but at the same time, you may inflict this damage upon yourself when suffering a meltdown...and while the class has not the finesse of e.g. the Interjection Games ethermagic-system, the overall balancing of the class is interesting in that it can pull off a lot of powerful blasts, but is very limited in their function. Personally, I gravitate to more customization, though I do believe that the rad-system has a lot to offer - via other classes and expansions, there is a ton of potential here. That, and I do like the chaotic nature of spellcasting here. The mad bomber replaces nuclear strike with radiation damage dealing bombs as an alchemist - which may, due to the daily limit of bombs, be more suitable for less high-powered games...though there is some issue regarding blowing all bombs at once. If the bombs were intended to not have a daily cap, then this needs some balance-finetuning - unlimited bombs = better damage output than the base class. Overall my least favorite class in the book and the one I can see having the most issues.
The battle butler (or battle maid) is a full BAB class with good Reflex- and Will- saves, d10 HD, and 4 + Int skill points that treats expensive clothes as armor. They specialize in Dex-based and are somewhat bodygaurd-ish, choosing a creature as their contract and defending them. More become available at higher levels they can select more people. Unlike many full BAB-classes, they have a bunch of non-combat utility tricks, including massages that can get rid of exhaustion/heal attribute damage. And yes, the ability has anti-abuse caveats. What about perfect memory? The interesting component with the class would be the service meter - this meter fluctuates when the master is struck and oscillates between providing bonuses (or penalty) to critical hit confirmation rolls and damage bonuses - the interesting component here is that the class gets damage-bonuses when they also have penalties to critical confirmation rolls. The table and system are simple and play rather interestingly. The class also features the new butler weapon group and several appropriately-themed weapons. This will make a whole lot of Otakus very happy! If you haven't noticed, btw.: The battle butler does undergo a rigid conditioning - and sometimes, something goes wrong - cue in the rapscallion archetype, who begin with empty service meters, but may exert more control over them.
The chessmaster gets 3/4 BAB-progression with good Reflex and Will saves, d8 HD, and 8 + Int skill points. They utilize edge points gained in combat and skill challenges and providing advice to allies actually yields results - the perfect class for all the "I know better than you where to place your character on the grid"-type of players...and providing bonuses makes listening, for once, viable and also gain edge points when their suggestion is carried out. These points they can use to return the favor by giving that action a boost via edge points- and yes, this may actually result in proper teamwork. They also get the option to set-up gambits, with prereqs, costs, triggers and effects - higher levels unlock new gambits and allow for new customizations of old ones. Interesting: At higher levels, the chessmaster can provvide advice to the enemies - when the enemy follows the advice, the chessmaster gains edge points; if not, the chessmaster can penalize him. Very interesting mastermind/tactician-style class. The trickster archetype swaps two abilities and replaces plans and coordination with a limited spell list.
The chimney sweep is a full BAB class with good Fortitude- and Reflex-saves, d10 HD and 4 + Int skills per level. They gain soot points via chimney sweeping, which they can use to create concealment at first, and gain other benefits at higher levels. They can see through fog, mist, and soot without penalty, and gain various tricks based on soot - generally, think of these guys as polearm/concealment fighters and soot-point based bonus precision damage. Okay, but very limited specialist.
The croupier gets full BAB-progression with a good Reflex and Will save, d10 HD, and 4 + Int skill points. The croupier receives the Sense, which makes hostile attacks of ever-increasing natural attack rolls fail - e.g. natural 2s. When a foe misses him, he gains Sense points, which may then be expended to modify e.g. d20 rolls: Think of the mechanic as somewhat akin to a Charisma-based version of grit, but based on being missed. Additionally, weapons like pool cues and cards are part of the deal - and important: The class can conjure forth cards and throw them at foes, with the suits becoming relevant when chosen via one of the class's talents - with e.g. hearts offering healing, clubs debuffs, etc. Billiard-based combat tricks and chaotic firearm use or limited bardic abilities complement a chaotic, but interesting class. Archetype-wise, the cheater can use his tricks to influence the rolls of others - basically, the more misfortune-themed variant of the class. The second archetype, the pool shark, would be the specialist who manifests a cue ball of force energy, usable in conjunction with a couple of unique rounder talents...including a mechanically novel crazy eight ball that may suddenly change course...
The davatti gains full BAB-progression and good Fortitude- and Reflex-save-progression, d10 HD, and 4 + Int skill points. The interesting point here being that they can move 4-dimensionally - in the directions of anaand kata - to illustrate the concept for 3D-thinking: Imagine you're a denizen of Flatland (2D) and can move into the depth or height of your world - 4D-movement works similarly, but obviously lacks as poignant an illustration since our own perception is attuned to 3D. Mechanics-wise, this class can be summed up as the perfect skirmisher - since they can short-burst teleport/4D-move to just about any space, they are supremely agile and make hit and run tactics pretty awesome; since their4D-movement is still restricted by movement-type, this movement can't be cheesed. Also truly intriguing: Non-4D movement charges their "manabar", i.e. the points they can expend to modify their tricks via talents and the like. That's not all, however - the class also sports a highly customizable "nth blade", which interacts in some instances with these mechanics - basically, we get a skirmisher with a highly customizable blade type. Pretty impressive class! The archetype for this class provided would be the deja-vin - instead of using their powers to phase around, these guys can try to force creatures to repeat their previous actions to the best of their abilities, including, obviously, modified warp talents.
The dynamancer gets full BAB-progression and a good Will saving throw, d10 HD, and 4 + Int skill points. Inspired by Gurren Lagann et al., they can fire beams of love...that deal love damage. Evil foes take more damage from this, but have an easier time saving against it. The interesting component, here, is momentum - being hit (or hitting a foe) grants the class momentum, while it also may expend said points...and even go negative, incurring penalties for doing so. And no, can't be cheesed/kitten'd. In combat, the class has a BAB that is different from the listed amount, clocking in at CR of the opponent, with class level +3 (later: class level +5) being the caps. Aforementioned love ray can be supplemented and expanded upon over the levels to result in compulsions and signature styles (including gender fluidity of those hit or breakdancing). Additionally, the gain handicaps, which allow for different uses of momentum - blind dynamancers can spend momentum to gain blindsight for a limited time-frame, for example. They also get an aura at higher levels that prevents creatures with a low Charisma from approaching them and a sufficiently whacky capstone. Archetype-wise, there is a somewhat tactician-y one, the greaser, who may lend signature styles to allies, for example.
The guide has 1/2 BAB-progression, good Reflex and Will saves, d4 HD (no, you have not misread!), and 8 + Int skill points. Have you seen the infamously stupid D&D cartoon and thought the GM as a character was a good idea? Have you ever played Ocarina of Time and NOT wanted to bash Navi's wispy bauble to smithereens? Well, there are guides. Guides serve the Storyteller, who prefers happy endings and thus sends out these fellows to guide heroes. Hence the name. These guides can change into tiny bubbles (with elemental traits) - even though the text confusingly once states that their form is diminutive and can basically provide all those support tricks: Mage Hand, Knock, high-level limited wishes, 1/day raise dead  at the cost of being reduced to -1 HP, swift/immediate action cures - think of these guys as the support globe that hopefully isn't as annoying as the more infamous rendition in video games. Balance-wise, these guys are very fragile and their limited offense capabilities make them an uncommon playing experience. Unassisted flight at 1st level may prove to be problematic for some campaigns, though admittedly, the fragility of the class does help here a bit - a few well-placed arrows and you had a guide... One note: At 2nd level, these guys may cast magic missile at will, providing an easy and convenient way for very reliable damage. Depending on the precise nature of your campaign, this could prove to be an issue, thought it won't be in most. Fairy godmothers replace bauble form and some tricks with Cha-based spellcasting from the cleric's list and generally is a significant change of the feeling of the class.
The henchling gets full BAB-progression and good Fortitude saves, as well as d10 HD, and 4 + Int skill points per level. The class is pretty ingenious in that it takes the old "who carries the loot"-discussion and puts an end to it: These guys do. Not penalized by encumbrance, they are superb at carrying huge amounts of gear...and actually benefit from it: You see, the primary weapon of these guys is the pack - basically, they can enchant their back packs, bags or the like and are particularly adept at bludgeoning foes to death with all the loot gathered. Interesting: Melee splash damage...and yes, you actually WANT to carry around increasing amounts of gear, since the higher your level, the higher the bonus damage for progressively higher weights carried around will be. Damn cool idea and uncomplicated, easy to grasp execution. Archetype-wise, the merchant, a rather complex one, can provide a significant number of quality of life improvements and the option to ferret out rewards for things/foes defeated is interesting as well.
The henshin hero is a full BAB class and has good Fortitude- and Will-save-progression, d10 HD, and gets 4 + Int skill points per level. These guys have a trinket à la Power Rangers that allows them to assume a special form a limited amount of rounds per day; while thus transformed, they gain tension points for passing rounds and defeated foes. These points act as a resource to power special tricks, including enhancers to the bonus damage-dealing finishers. The talents of the class include mounts, better action economy, explosive finishers and transformations - the whole array of tricks you know from the genre. Beyond the modularity this framework offers, the henshin hero also may choose one from a metric ton of leitmotifs, which cover bases from space to the alignment axes - these basically act as somewhat order-like/bloodline-like ability-suites that unlock new tricks at higher levels and provide modifications of the aforementioned finisher moves. Morph rangers are, obviously, more teamwork focused.
The magical girl gets 3/4-BAB-progression, good Fortitude- and Will-saves, d8 HD, 4 + Int skill points, and 6th level Cha-based spontaneous spellcasting. Magical girls are a hybrid between the henshin hero and the magus classes, and thus also gain a transformation as well the ability to gain and use tension, with finishers being untyped damage-blasts. Her motif acts more like a witch's patron, essentially a list of bonus spells. They also gain spell combat and some magical girl powers that blend magus arcana and hero powers and may expend transformation rounds to power spellcasting or dispel effects. Interesting: They can modify their finisher to work as AoE- basically, Sailor Moon, the class. The magical girl and henshin hero may btw. modify their trinkets via the empathetic device archetype to make their defining trinkets slightly sentient. Fused heroes, in the meantime, do not have such trinkets at all, working via different attributes and gaining a unique overdrive state, which can prove to be rather risky.
The monster cowboy gets full BAB and good Fortitude- and Reflex-saves, d10 HD, and 6 + Int skill points. They gain the gunslinger's gunsmith ability and, more importantly, a monstrous companion that acts like an animal companion (though the list is expanded to include e.g. gorgons, hydras or shambling mounds...), and gain the ability to ride pretty much anything you can imagine: With the exception  of humanoids, incorporeal undead and oozes - even if they're not willing. While initially, this is done mainly to hassle the foes and gain advantages over them, things change once steel points enter the fray; these can be used to attempt to force creatures into submission via Handle Animal checks, though it is a mind-affecting effect. Beyond SPs gained by brands and the subversion of the will of branded foes, these guys They also have the ability to perform extra tricks with lassos and nets. Monstrous mount-choices, obviously, are part of the class presentation, though I really would have loved to see a pseudo-Chocobo here...oh well...riding owlbears is pretty awesome. And FYI: Since riding fellow adventurers doesn't really help the class, it thankfully steers clear of the minefield that is one PC riding another...
The multiman gets 3/4 BAB-progression and a good Reflex save, d8 HD, and measly 2 + Int skill points. Their main ability is creating clones - at first 1 at a given time, later up to 4. Clones are created as a swift action 4/day, +1/day for each class level, lasting for class level rounds, minimum 3. Clones are restricted in the actions they can perform and observant adversaries may pick out the prime multiman. Clones are rather fragile to begin with and draw upon a collective pool of resources. Impressive: The disarm/item-duplication-cheese options are covered. The class becomes more interesting pretty fast, with customizable clones (e.g. remote-detonation clones or ones that fly/are invisible) providing options via two separate suits of talents. Oh, and obviously, the class also gets some serious teamwork-vibes going on. Archetype-wise, the mitotic man is similar yet different, splitting off clones by mitosis, with consecutively powerful ooze traits gained instead of mirror manipulations. I am a bit weary of these guys, but then again, the visuals are glorious.
Class number 15, The phantom thief, gets 3/4 BAB-progression with good Reflex- and Will- saves, d8 HD, 6 + Int skill points, and 6th-level spontaneous Cha-based spellcasting. Billed as a hybrid of the rogue and the bard they also get a pool of panache, the ability to fight more effectively in light or no armor, and the ability to spend panache to sneak attack. They later gain a number of tricks to allow them to steal various non-physical things, amongst other abilities. The class has the crazy prepared option among the talents (which works well and can't be cheesed, though it lacks the "no-specific-key" caveat)...and can steal abstract concepts - from memories to attitudes, these guys come off as the mythic tricksters with a slight touch of the magical. If you're familiar with a lot of 3pp-books: Think of these guys as a pretty powerful take on the Abstract Thief that works much better than the class of the same name. My favorite version of the concept so far - kudos! The bagman archetype of the class is the gift-giving specialist, just fyi - and yes, you could make conceivably battle santa with this one.
The sparkle princess has a 3/4 BAB-progression and good Fortitude- and Will-saves, d10 HD, 2 + Int skill points, and Charisma-governed spontaneous spellcasting of up to 4th level, though spells may be cast alternatively via sparkle power. Sparkle princesses are ruthless, savage killers, honed by fighting devils in a nightmarish demiplane of Hell, dread Candyland ruled by the Chocolate King, where everything is tooth-achingly sweet and the devils assume cutesy-wootsy forms, tempting children into the plane where most are either devoured or pressed into slave labor. They utilize special snowflake powers that can be powered by their sparkles...or they perform atrocities, which are sparkle-powered modifications of their respective attacks. Including the severing of limbs. Obviously. (Yes, rules included.) They also gain an animal companion or can establish a bond with their allies. Information on the demiplane is provided, as is the +2 Cha and Con, -2 Int half-construct teddybear race. ...the sparkle princess may not be mechanically the most novel of options herein...but oh boy do I love the class and its notion. Oh, and there is the mother archetype who can reselect all mommy powers it comes with at 16th level - via the aptly-named "Best Mom Ever"-ability.
The thread maiden is similarly a 3/4 BAB class with a good Will save, d8 HD, 6 + Int skill points, and 6th-level Wisdom-based prepared spellcasting. They can see the threads of fate, which results in a rather unique perspective on the world and creatures - think of her seeing things basically as though we all were sackboys/girls from Little Big Planet. Depending on the specialization chosen, they can unweave magic, take away the qualities (or types) of creatures or objects. Additionally, special attacks, so-called snips, allow for the expenditure of unused spell slots to provide pretty nasty debuffs.Finally, the ungermaw gets full BAB, plus a good Fortitude-save, d10 HD, and 4 + Int skill points. These people can draw in air with such force it delivers targets closer to his gnashing teeth. They get a bite (proper primary/secondary codification provided) and are defined by hunger - they must eat twice as much as a regular character and still are never sated. They gain a number of talents, mostly focused on consumption as they progress, making their bite more deadly, allowing them to exhale to push people away, and even the ability to feast on magic itself...and yes, swallow whole. The cannibal archetype of this class, while technically not correctly named, gets abilities depending on the creature eaten.
The pdf also sports archetypes beyond the aforementioned ones:Abductee clerics replace channel energy with the option to deal nonlethal damage...however, there is a chance that the target is abducted and subject to alien experimentation. Interesting one. Broodmother summoners are the harbingers of insectoid or otherwise weird symbiotes - instead of an eidolon, they can caused touched creatures to be infected and then mutate. They get less creatures to be summoned, but may cause damage versus those infected, as a capstone even providing a killswitch. The Comrade paladin...is a holy warrior of the ideals of marxism, devoted to bringing down nobility and bourgeoisie. The coward rogue is permanently shaken and deals minimum sneak attack damage - but may inflict its cowardice on others and even learns to modify his levels of fear - a lot of unique talents included. Interesting archetype-concept.
Pretty cool, particularly for all interested in modern-style gaming, the ranger-archetype of first responder, with paramedic, firefighter and police officers being represented. The folken barbarian hails from a strange land and has a blend of superstition-style abilities (yep, hex) and signature weapons as well as the option to stir the hearts of those that listen to him using his native tongue.
Glitch sorcerors are interesting enough to be almost considered their own class and rank as one of my favorite sorceror archetypes EVER - getting rid of the defining bloodline and all that's associated with it, these beings regard reality as a simulation and may tamper with in, hacking the world itself: This allows them to swap creatures with other creatures, for example. Modifying DR or hacking resistance also are...interesting. The significant, potentially game-changing power comes at a price, though: Each time the glitch hacks reality, reality recoils. The GM has an assortment of options, from problematic objects to worsened starting attitudes...and yes, this can lead to very unique situations. I really like this one, though it does require a quick-thinking GM. Still, a campaign with these guys and Rite Publishing's Metadventurers could be absolutely hilarious! Goblin rogues may elect to become battle clowns (including an assortment of goblin jokes) and harpy witches replace hexes with belittling, vile insults.
The impersonator PrC gets d8, 6+Int skills per level, 3/4 BAB-progression, good Fort- and Will-saves and 7/10 spellcasting progression, a bonus feat at 1st and every 3 levels thereafter...and generally, has the fine-tuning depending on the persona he impersonates: A Schwarzenegger impersonator gets  different class skills, applies better weapon training to different weapons than a Bruce Lee impersonator, for example. 6 sample icons are provided. The Slimelord PrC gets d8, 4+Int skills per level, 1/2 spell/extract-progression, 1/2 BAB-progression, 1/2 Fort-progression - by studying oozes, they can lob oozy bomb-like globs at foes, get different slime forms and progressively take on ever more oozy traits...but at the cost of progressively losing Charisma. Oh, and yes, there is a new deity: Baygorth, the elderslime, whose favorite weapon...is green and needs to smell like peaches. That's it. provided you can make a weapon adhere to these criteria and do so...well, you got it. And yes, you can take Weapon Focus (Green and Smells Like Peaches). This section also introduces us to the humanoid oozes called Rezumar, who get 2 Dex and Wis, -2 Int and have a couple, but thankfully not all ooz-y traits...and make for an overall balanced race, though I wished it had more space to shine.
One of the oddest archetypes I have ever seen would be the Master Familiar - a familiar who gets a wizard thrall. Kinda awesome! The Nascent deity oracle archetype selects a dominion from a list of cleric domains, with provides a prerogative and a list of class skills, replacing the mystery and mystery bonus spells. Not a big fan of this one, mainly since I've seen the concept done better. The negotiator inquisitor is a slick, silver-tongued guy with some battle-butler-synergy and ooze chemist alchemists get a symbiotic ooze (erroneously, he's called "mad experimentalist" once here) - basically an ooze companion that can be enhanced by extracts, but the alchemist does lose bombs. Unfortunately, I've seen that one done before in a bit more unique manner by Flying Pincushion Games. Pacifist fighters are perhaps not perfectly named, but they do provide a solid means of depicting a face-fighter that does not kill his foes. Pyrotechnicians are bomb-specialist-alchemists with full BAB and Ex bombs as well as no spellcasting - mainly useful for non-magical settings; in the fantastic context, I've seen this trope done better.
On a high note: Rancer cavaliers get orthellas - magical motor-cycles. Awesome, though I wished there were more than the two sample ones provided here. Speedster monks increase their damage, the more they have moved and become progressively faster (think Flash or Quicksilver, light edition), while starchild druids gain a psychedelic outsider companion and the option to animate dreams. The take on the Storyteller archetype, here provided for the bard, has weaponized books and can conjure forth legends of old.
Of course, in a book of this size, one should not be surprised to see feats - and indeed, from Dance-Fu fighting style to Percussive Maintenance Style or Sissy Slap style, there are quite a few rather funny ones. The feat-section also provides a lot of options for the huge array of classes (and archetypes) herein - e.g. the harpy does get a couple of feats. Nice, btw.: You see the associated class at one glance - in optional brackets behind the feat-name. Very helpful! Firing a bow with your feet? Possible. Also cool: Elemental Phobia: it nets you resistance versus the element, but makes you react with dread when faced by it...and yes, upgradeable. A fascination-inducing Puppy-Dog gaze, a personal theme song-feat...this book earns its title.
The book also sports new gear - metal jaws, cloudpress and darksteel, nacreous silver...quite a bunch of new materials can be found...oh, and yeah, there even are a couple (5) cool combat drugs. Books of lewd desires or bullets that talk with you while sticking in your body...have I mentioned the "Oh Dear Mother of God why would you do this"-chain that can discorporate into a spider swarm on command?
Sooo, and right now I come to a chapter that may single-handedly make some people buy this book, even those that don't care at all for a single class herein: Mecha-construction rules. You get build points, various frames, engines, weapons, defense systems, movement systems, special systems - in one word: Easy to grasp-rules (with Build Point-progression rules for Mecha-XP, if you will - slow, normal and fast progression...), different sizes, different generators - the set-up is simple, yet works...and may well be a great start for a whole book of mecha...the system's relative simplicity certainly would allow for a lot of expansion beyond the ~20 pages devoted to it! I love this chapter and its rules, but on a nitpicky side, explaining how the system works in detail would have been didactically smart - while it becomes evident upon reading what the components do, clearly explaining all components, not just the basics before going into the system would have made it a tad bit more user-friendly. Then again, it's so easy to grasp, you won't have any issues.
Conclusion:Editing and formatting are...honestly much better than I expected. In a book of this significant size, there are surprisingly few glitches herein. Kudos to Morgan Boehringer, Christina Johnson and Rahul Kanojia. Layout adheres to a 1-column full-color standard and there is a LOT of playful, original full-color art herein. On the downside, I don't really like the one-column standard for books like this (more page-flipping) and I'm no fan of the font. Both are subjective points and thus will not enter the equation regarding my final verdict. The pdf comes fully bookmarked and a second b/w printer-friendly version -great to see that one!
Scott Gladstein, Dayton Johnson, Ian Sisson, Sasha Hall, Mark Nordheim, Christos Gurd - congratulations. This book is the biggest crunch-book I have ever reviewed. It took me forever to get done and I honestly expected the reviewing process to devolve into pure pain somewhere along the way. It didn't. This is due to several facts:
1) This book opts to go the high road: You won't see any lackluster combinations of old class mechanics herein; even in hybrid type classes, the results are unique and have their own unique schtick.
2) Almost all of the classes feature some kind of very distinct and novel mechanic - granted, I dislike some of them personally, but I have to applaud their creativity and said dislike stems universally from personal tastes. You can e.g. reduce rads via magic pretty easily; in my games, this would be a problem; in others, it may be required for the mechanic to be considered worthwhile - bug or feature? You decide.
3) Overall, there are no downright broken components herein. There are some strong options herein, but they universally are circumstantial in their power and focus: Obviously, the glowing Navi-thing must fly...is that an issue in your low-level game? It can be, but it doesn't have to be.
4) This book, honestly, is great for serious games as well. The davatti, for example, will certainly see use in my games, no matter the tone.
5) This book is never, ever BORING. I have seen A LOT of different crunch books and quite a few...well, feel somewhat redundant to me at this point. This one, for the staggering majority of its vast page-count, managed to keep me entertained while reading and analyzing it.
How to rate this colossus, then? See, this is where it gets tricky for me - I have encountered a couple of instances where the rules-language or presentation could have been a bit clearer. I didn't like everything...but on the other hand, this is pretty much a colossal grab-bag of options, a scavenger's toolkit that allows you to play basically Power Rangers, Sailor Moon, use tropes like the battle maid, skirmish through space or play a friggin' fairy godmother...or a psychotic sparkle princess. Not all options or power-levels will be appropriate for every campaign. Not all classes will be to your liking...but chances are, you'll find a lot of damn cool material (or rules-inspirations) in this book. Ever wanted to play Ghostrider? There's an option for that. And then there's the bang-for-buck ratio. ~$0.04 per page. You'll be pretty hard-pressed to find a book of this imaginative potential with such an impressive bang-for-buck ratio. While there are some hiccups herein, the totality of the book deserves praise and hence, my final verdict will clock in at 4.5 stars...and since I loved a lot of the imaginative and innovative options herein, I'll round up and while not all components inside deserve it, I will still slap my seal of approval on this massive book for the multitude of components inside that I do love. If you want to see something radically different, take a look at this tome - there is so much to love here, even if you end up loathing some components, it's well worth the investment!
You can get this massive tome here on OBS!
Little Red Goblin Games also has a patreon - you can check it out here!
 
Endzeitgeist out.
Categories: RPGs

Southlands Campaign Setting

RPGAggression - Lou Agresta - Wed, Mar 30 2016 - 05:22
Southlands Campaign Setting





This massive campaign setting-style book clocks in at 302 pages, 1 page front cover, 2 pages of editorial, 4 pages of ToC, 2 pages of KS-backer thanks, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with a massive 290 pages of raw content, so let's take a look!
I was a (hesitant) backer for this book's KS, but otherwise unaffiliated with the production of this massive tome. My book is mainly based on the print version, though the electronic version was consulted for the purpose of determining electronic functionality of e.g. bookmarks and the like.
What do I mean by "hesitant"? Okay, before we dive into this book's subject matter, a brief history lesson: I consider myself a pretty faithful fan of Kobold Press, ever since it was Open Design  -I own literally every supplement and even have, back when I actually wasn't dirt poor, acted as a high-level-patron to get my very own special, unique module. I *really* like Midgard and the evocative potential Kobold press brings to the table. Alas, Deep Magic, the previous big book, was a heartbreaking exercise for me (see my review of that book) and it took, frankly, quite some prodding to dive in. I had a minor windfall and invested that, back in the day, in this book, as a kind of "make it or break it"-test. Did it pay off? Let's see!
The Midgard campaign setting's allure, so far, did lie primarily in its dark fantasy Germanic/Slavic flair, somewhat expanded upon by the Argonaut-style adventuring in the Journeys-books, but yeah - the focus was arguably euro-centric and thus, I was very much interested to see how the respective mythologies and power-dynamics would interact with the massive Southlands. The first thing you'll notice, though, is that the structure and organization of this book eclipses that of Deep Magic by leaps and bounds: We begin this book with a deatiled history of the Southlands - and it is a glorious read.
No, really - I mean that - the history as presented already takes you right into this book's world; it's prose is evocative and makes you remember immediately what you wanted, what you craved in fantastical settings. Still, this is the general history, the time-line. The book also is suffused by small sideboxes, where an in-character narrator provides quotes as a guide and adventure hooks/bucket-lists for adventurers for the respective regions can be found. The book also provides 5 general, new races that can be found throughout the Southlands: Gnolls, Trollkin, Tosculi (see the advanced races-installment for more on the wasp-people), Nkosi (feline shape-changer humanoids) and Kijani (plant humanoids that seek to become mammalian). The races themselves are pretty powerful (plant-immunities, for example), but not excessively so - they should work within the context of most fantasy games, though, if your gunning for gritty gameplay, you may want to take a close look at them. An innovation used here for the first time (for the tosculi exclusively) and later expanded in the Advanced Races Compendium is advice on racial scaling - so yes, you can scale down the tosculi by a bit, though imho the race does not require this in all but the grittiest of games. On a nitpicky side, some races are "lopsided" with attribute bonuses allocated to physical attributes, so if you're like me and prefer your races with a strong suit in both physical and mental attributes, that may be something to be aware of.
It should be noted that ethnicities of regular races as well as age, height and weight tables are part of the deal here. Now the interesting component here, ultimately, does not lie in the crunch (though it is significantly more solid - kudos to the authors! The intriguing component, however, would be the seamless and smart integration of literally thousands of years of history within the mythology of Midgard as a whole - whether it's the origin of Boreas, the frigid northern wind and the tie to the survivors of sunken Ankheshel or Umbuso, the ancient empire of titans, fleeing from the domains of Wotan - the most intriguing aspect here is that this massive continent of pure historicity manages to weave its meta-narrative seamlessly into the overall context of Midgardian mythology, extending the diversity and organic feeling of the world by leaps and bounds. An interesting component is also how mythic rules are handled - as a basic tenet, they are considered to be the effects of remnants of divinity sparks, left behind by fallen pantheons and titans, which provides a nice in-game rationale for the existence of powers like that.
Now, it is after this that we focus on the first overall region, which would be Nuria Natal, the eternal realm - Nuria Natal, at first glance, seems very much like the pseudo-Egyptian realm, but it is distinct from e.g. Osirion and Khemit or similar realms in several key aspects, the first of which is the focus on the river that defines it - springing from a planar rift of the world-tree Yggdrasil, it blends the mythologies of the Nile and Midgardian theology in a truly distinct and unique vision. Similarly, the trope of undying godkings has a twist that goes far beyond what you'd expect - the legendary rulers of the land, semi-divinities and halfgods, have achieved a sense of immortality and may return from the grave to vanquish the foes of Nuria Natal, thus also explaining why the powerful, draconic sultanate Mharoti has failed to conquer this powerful nation. Similarly, the gods, while utilizing the themes of real world mythologies, never feel like simple carbon adaptations of real-world mythology, instead acting as a properly woven-in essential component of the vista portrayed.
Nowhere does this become more apparent than in Per-Bastet, the city of the everlasting cat, home of the deity...and basically a modern metropolis seen through the lens of the fantastic: A distinct patriotism unifies the quarters and their diverse residents, which contains gnolls and catfolk in abundance alongside werelions; from planar alleyways to a churning river of elemental-inhabited sand making its way through the chaotic jumble of the metropolis, the influence of Bastet, her church, the god-queen and her agents or the vampiric masterminds in the shadows, the vision of a true melting pot of fantastic ethnicities resonates with a character one usually only ascribes to real world cities. The writing here is impeccable and, much like the entries on a certain city and its necropolis, the staggering panorama extends in its quality throughout the whole chapter - from sandships as a vehicle-modification to a well-written ecology of the mummy (with ample variants and death curses), this chapter is abask in inspired writing and makes the places jump forth from the pages - whether they be the aforementioned places or the Ghatazi salt pits or the dreaded city of Per-Anu, devoted to ending lives in all manner of ways. The church of Aten and its diverse teachings, variant mummies, a city of undead and 4 archetypes (including archetypes for Theurge and White Necromancer) as well as a 10-level-PrC complement this chapter. While not universally awesome and sporting some minor deviations in rules-language, the content herein still is rather solid and well-ingrained within the context of the world. The book also sports multiple nice traits for further customization. The book also sports a HUGE number of hieroglyphs - these work akin to how rune magic or ankeshellian glyph magic work - and, while powerful, their limitations per associated cult do offer a rather easy way for the GM to control their availability - want that trick only followers of Anu-Akma have? Well, you better buckle up and join that organization!
The second, massive chapter details the nation under the auspice of the remaining wind lords, the same entities that sent Boreas packing with his aspirations of genocide - but that does not mean these eternal lords of the lands are kind - far from it. Their description very much makes clear that these elemental spirits do not adhere to the same morality as mortals. It is also in this domain that the twin lands of the gnolls (with a delightfully nasty gnoll-tactics sidebar) can be found. What do I mean by these? Well, here's an entry: "Three words: leucrotta sorceror chieftain." If you're like me, this made you grin from ear to ear. The pages chronicling these harsh regions also tell of a depressed sphinx and her honor guard watching over the verdant ruins of a fallen empire and of the fate of Roshgazi, minotaur-nation and Catharge-equivalent - the nation has been razed to the ground by Mharot's might, but in the ruins of this place, the sentient maze still draws visitors inside, hoping for salvation...before its other personality comes to the surface - and the "Broken" does not take kindly to intruders...
Goblin-occupied Mardas Vula with its black pyramid still exerts a lure on others and, wandering the sands, a colossal dire camel prophet sports howdah-like gnoll-encampments. The jinnborn race hearkens back to the genasi or planetouched and can be pictured as the elemental-themed mortals and the race sports quite a diverse and well-crafted array of options, including limited protection versus one's element, endure elements and elemental blasts that can be upgraded via feats. That being said, this is very much a strong race, stronger than the "core"-races of the book, so take care when using them. At the same time, I thoroughly enjoyed their unique psychology and culture...but still. At their pretty high power-level, I wished more abilities were alternate racial traits instead of jamming all those abilities into the base frame of the race. The archetypes here are interesting - an elemental-themed paladin, gnoll caravan raiders and janni-calling summoners can be found and a PrC depicting the elite guard of aforementioned sphinx priestess is part of the deal. The chapter, like those before and after, also sports several unique spells and magic items - the latter of which deserve special mention, after all, we get an enchanted bed of nails and several unique carpets. One belt should be eyed very carefully, as it lets you pilot willing outsiders, fusing your body with them, which is exceedingly powerful when not handled with care.
Beyond the dominion of the wind lords, the book finds its full-blown stride with the high jungles, where access to the fabled well of urd can be found, as powerful aeromancers guard the Black Lotus Mesa as intelligent white apes afflicted with arcane wasting prowl the jungles. More unique and perhaps one of the most awesome and disturbing components of the whole book would be the fact that an Old One, verdant and all-consuming, ever-growing, extends its tendril'd reach beyond the confines, ever seeking to mutate and grow - it should then come as no surprise that the nation of Kush has, in efforts to stem the tide, turned to all manners of magicks most dark - but it may not be enough, as the corrupted Kijani that couldn't escape its influence spread spore pods far and wide, creating horrid tendril slaves. The chapter also is a JOY to read due to an actually neat aeromancer archetype and, more than that, due to the vast array of hazards and the 8 lotus-types, which act as addictive, yes...but they also serve as powerful power components. This chapter is twisted, inspired and absolutely glorious.
The kingdoms of salt and steel, bustling and defined by commerce - here, the land of serpent-scholars beckons, while in the land of ancients, the living reliquaries roam. This section is not only brilliant for its take on themes usually not represented - a royal mythic naga lich rules over Ankhrimari, while the Narumbeki legions with their battle tactics and unique combat options represent a powerful militaristic force - the themes evoked here are seldom seen, borrowing heavily from Africa's mythologies, with magical masks and awesome incantations sweetening the deal, while powerful combat divinations make for a unique and compelling magical tradition.
On the Corsair Coast, the holy city Shuruppak beckons, while the city of Sar-Shaba contains horrific demonic legions, warded and sealed await intrepid adventurers. The fabulously wealthy island nation of Shibai and wicked corsairs can be found...but there is also the happiest land, Kesara, realm of the saffron rajah, where everyone smiles - a smile of desperation and fear, for the tyrannic rajah of the land is capricious and nasty indeed - a realm devoted to the decadence of the horrible rakshasa master that sits bloated on its throne. Fiercely meritocratic lion kingdoms of Omphaya, led by a returned titan and his rakshasa vizier may not be a nice place to visit either. - but it sure should prove interesting.
The heartlands of the Southlands, the abandoned lands contain vast stretches of desert - it is here that the massive, black towers of the disturbing hive-cities of the tosculi can be found. Why disturbing? Well, there is one that consists of the resin-hardened corpses of the fallen. Yes. Awesome and so perfectly evocative. Someone has also probably read China Miéville's excellent "The Scar", for there is a floating city in the style of Armada to be found. Mechanically, these lands are brutal, as the web of ley lines is damaged, which makes primal magic rather powerful...and excessively dangerous. The long-limbed Ramad are a balanced race sported here and significant ley line magic expansions and delightfully disturbing living tosculi items complement this evocative, harsh land as we turn our gaze southwards, to the fringe of the southlands, where dinosaurs roam and the minotaur nation of Sudvall stands guard. The xorn sultanate of Zanskar can also be found here...and should you hesitate to set a whole campaign in the southlands...did you know that one particular bottle contains a whole city of assassins? Yeah...if you don't come to the Southlands, they may well come to you.
The pdf's last chapter is devoted to the pantheons and gods of the Southlands - and their depictions are inspired, utilizing concepts and names from real-world mythology, but putting a thoroughly unique spin on them. The book concludes with an equipment table as well as a feat-index. My copy also sports a truly superb, glossy poster-map of the gorgeous cartography.
Conclusion:Editing and formatting are top-notch for a book of this size - while I did notice an instance where the page-reference was still the layout-stage's "$$", the crew of Kobold Press has done a vastly superior job when compared to Deep Magic; the formal editing is more than solid and while I consider not all crunchy bits to be perfectly balanced, the rules-language is significantly more precise than in Deep Magic. Layout adheres to a 2-column standard in full color and is absolutely stunning; much like the lavish amount of original full-color art, the aesthetic components render this book frankly one of the most beautiful RPG-supplements I own. The pdf comes fully bookmarked. The hardcover uses high-quality, thick, matte paper and glossy, high-quality paper for the huge map. The cartography of the book is superb for the most part, though some of the more ruined cities look "only" very good - still, overall, this is one of the most beautiful books you'll ever see.
Wolfgang Baur, Eric Cagle, David "Zeb" Cook, Adam Daigle, Dan Dillon, Amanda Hamon Kunz, Steven T. Helt, Steve Kenson, Ben McFarland, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Ted Reed, Stephen Rowe, Adam Roy, Owen K.C. Stephens, C.A. Suleiman, Brian Suskind, Henry Wong - ladies and gentlemen, congratulations are in order.
You see, Golarion and similar setting have often drawn upon the tropes of Arabian nights and pharaonic Egypt - but never this way. The creative approach to this book could be summed up as follows: The book took the classic real-world mythologies that resonate with us and put a spin on it - so far, so common. However, the true excellence of Southlands lies not within this; no. The massive achievement of this book lies in the concise manner in which it brings the truly fantastic to the table and treats it seriously; the Southlands feel alive and concise, because it takes a very much logical, concise approach to world-building - whether as stand-alone or as part of the Midgard campaign setting, the Southlands excel. The blending of mythologies and use of more obscure themes collides with pure imaginative potential in a true, creative firework. I wouldn't have expected this book to be that great a read - as a huge fan of Catherynne M. Valente's "Orphan's Tales", my bar for myth-weaving is ridiculously high...but here's the thing: I loved reading this book. Much like the best of mythpunk novels, much like the most inspiring of fantastic novels, this tome is a true page-turner and contains more imaginative potential than just about every setting I could list. This is not Al-Qadim v. 2.0. - it surpasses this excellent classic and mops the floor with it.
Now granted, I am not sold on all design-decisions herein, not perfectly convinced regarding the balance of some components - but all of that ultimately pales before a book that is true excellence. I haven't enjoyed reading a campaign setting this much since the original Midgard Campaign Setting and honestly, enjoyed this book even more - because it takes less familiar concepts, because it brims with the spark of genius and more evocative locations than multiple settings combined. There is not a single campaign setting book that is comparable in scope and ambition and, better yet, while not all the crunch reaches the constant, almost frightening level of genius of the prose, there are ample instances where I simply fist-pumped - the lotus-magic is pure awesomeness and similarly, quite a few of the magic items just feel magical, unique, awesome...and the hazards...oh boy, do I love me some hazards!
Here's the most important component, though: Beyond simply being a superb read and surprisingly, in spite of heavily quoting real world mythologies, Southlands is a book of jamais-vus, of the novel and still familiar, an accumulation of brilliant ideas that practically DEMAND that you run modules, campaigns, whole APs in this wondrous, exceedingly captivating setting. My only true gripes while reading this tome pertained to the organization of player-material - out-sourcing that to a Player's Guide would have probably been a prudent move - but I'm ultimately just nitpicking. If anything, just about every nation herein made me crave more; each chapter made me want a whole AP set in it so bad... Southlands is a furious return to form for Kobold Press. This book very much shows how and why Kobold Press became as popular as it now is - even if you're not actively gaming, this is well worth buying: Flip open those pages, start reading and dream a dream of harsh jungles, enchanted deserts and gorgeous cities, both bustling and ruined, of a savage land of splendor and glories untold. Go to the Southlands. Get this book. Dream. There are very few books of this size that manage to maintain a sense of narrative consistency, much less at the thoroughly impressive level of quality the ideas in this tome have.
This may well be the best sourcebook Kobold Press has released (I'm a fanboy of some adventures...), perhaps this is even one of the best sourcebooks I've ever read. If anything, I do hope that Northlands at one point get a similarly detailed second edition. Southlands is excellence - if you even remotely are interested in the subject matter, do yourself a favor and get this glorious tome - it contains enough ideas and adventure for a lifetime and I am not engaging in hyperbole here. My final verdict will clock in at 5 stars + seal of approval and I'll also nominate this as a candidate for my Top Ten of 2015. (Scheduled for release soon!)
You can get this superb campaign setting here on OBS!
Endzeitgeist out.
Categories: RPGs

Ashen Stars (GUMSHOE)

RPGAggression - Lou Agresta - Wed, Mar 09 2016 - 03:19


Ashen Stars (GUMSHOE)


 This massive sourcebook clocks in at 304 massive pages, 1 page cover (though the front cover of the print edition is its separate pdf), 1 page editorial, 3 pages of ToC, 1 page blank, leaving us with no less than 298 pages of raw content - so let's fire up the engines, shall we? Yes, we shall!
This was moved forward in my review-queue due to me receiving a print copy in exchange for a fair and unbiased review.
First of all, what *is* Ashen Stars? The unimaginative and not really helpful reply would be that it represents a variant of the brilliant GUMSHOE-rules-system for a Scifi-context. Since I already have covered plentiful GUMSHOE-systems in my reviews (Be sure to take a look at Esoterrorists, Fear Itself, Trail of Cthulhu and Night's Black Agents), I will assume a basic familiarity with how the system works, the tenets of its design (failing forward etc.) and similar basic assumption.
Genre-wise, you could glean as much from the description or a single glimpse at the cover, so *what* kind of scifi? There are, after all, plenty of iterations and sub-genres: From Grim Dark Warhammer 40 K over gritty Firefly to Gene Roddenberry's utopian societies and light-hearted space-operas, there are a lot of nuances in this genre. While Ashen Stars' system generally supports all of these genres, it should be noted that Ashen Stars describes itself rather well in tone - basically, this is the 25th century and mankind has joined an alliance of species in a vast, star-spanning empire called "The Combine." Problem is, said empire has been ravaged by a war with the mysterious mohilar (Why mysterious? I'll get back to that in a bit...) and now, the fringe-regions, here exemplified as the so-called Bleed, require the policing via private contractors, the so-called Lasers - it is said work that remains the focus of the campaign and while you could reskin it appropriately, I consider the basic tone pretty much perfect.
The tone the book tries to evoke is basically one of a slightly grittier reboot of an utopian scifi-series - and it succeeds in that endeavor perfectly - think of it, basically, as in line with Firefly - a long shot away from grimdark despair and cataclysms, but neither is it all clean and smooth and problem-less...at least per the base system. Now I already mentioned the Combine, so what about the races featured herein? Do they work? Races in scifi need to appeal to our own sensibilities to some extent and often work best when externalized a deep-seated anxiety while blending the familiar with the exotic. Taking this as a premise, the first race depicted herein would certainly qualify: The Balla are basically space-elves - beautiful, graceful...but also controlled. Unlike Vulcans, they are defined by an underlying, exceedingly strong capacity for emotion, which requires precise control - when losing control, the results can be nasty. They also are not that compatible with cybernatics and viroware and balla actually become more beautiful with every year - to the point, where long-lived individuals have to enter seclusion to avoid driving even their own kind mad by their very presence- beauty as a curse. The Cybes would be just what you'd expect - cybernetic beings that seek distinction from their erstwhile species, either following a course of new race versus keeping ties with the original species.
The somewhat hunched durugh are the latest allies of the Combine - after generations of hostilities with the Mohilar, it was, or so it is assumed, the durugh's doing that turned the tide against the foes of the Combine...oh, and they can dimensionally phase, making them superb infiltrators. Easily the weirdest of the races in appearance, the Kch-Thk are the four-armed locust-people. Yes, you hear right. Interplanetary conquerors, these creatures had a tough time adjusting to Combine ethics and values, mainly due to a blending of Klingon-esque warrior-culture with an emphasis on consumption (for this is a constant need of the race, tying in with the locust-theme). While at this point, the Kch-Thk have been modified to not want to consume other people, the hunger prevails - and there is another unique factor: They are basically quasi-immortal. If a Kch-Thk dies in battle, its "soul" if you will, travels back and roots in a larva to be reborn and grown - though even this process will fail eventually. The armadillo-like Tavak provided the philosophical backbone for the forming of the combine and walk a balance between tranquility and a body uniquely suitable to make them powerful warriors indeed. Finally, there would be the Vas Mal, and they are few and tie in very strongly with the history of the Combine.
For once, they were infinite, the Vas Kra, beings of pure energy, evolved beyond the measly constraints of physicality, with thoughts echoing through space and time, modeling reality and pervading everything - neither good, nor evil, happiness or gloom - the species just was. But, alas, from time to time, they manifested and acted - the Vas Kra intervened as quasi-deities. They exiled a renegade of their kind to a strange dimension. However, this proved your undoing - for the mohilar realized that by caring, by intervening, the Vas Kra had tied themselves to the specific - and thus, they were devolved and became the Vas Mal, mortal once again - and 5 years have passed. Physical existence may be tedious...but at least the species has kept some fraction of its erstwhile power in the guise of several unique, psychic skills...all of which impose a strain on the Vas Mal body, though.
The thing you're probably asking yourself by now would be this: How could the mohilar do this? Who are they? And this is perhaps the best dramaturgical decision in the hole book: No one knows. How were they defeated? No one knows. The biggest threat the Combine has ever faced is GONE...and nobody has even the slightest clue how it happened. Researching the event has all kinds of utterly weird repercussions that can be described as rather disturbing - and it creates a thoroughly unique core mystery at the very heart of the setting. Did the durugh really betray the Mohilar? How were they tied with the devolution of Vas Kra to Vas Mal? The phenomenon, called the Bogey Conundrum, is obscure and yet current, tied with everything and still completely opaque...and brilliant. For it allows every GM (GM) to choose the respective truth, to weave the respective stories.
Also accompanying the mohilar war, the eponymous Ashen Star effect REQUIRES mention, for it represents the second absolutely brilliant narrative stratagem: Strange, dark sunspots erratically show up, in a pattern reminiscing visual static. This strange effect is what makes the job of the GM infinitely easier: Know how there usually are consistency errors in most long-running scifi-series? Well, the ashen star effect exists basically as the ultimate justification for this, as an easy to use narrative plot-device: Need communications or scanning break-down? No problem. Want to limit or expand travel speeds/durations? Ashen Star effect. Do you have a particularly epic adventure planned, one where the crew and their ship needs a power-boost? That can, just as well, be the result of the Ashen Star effect - beyond being visually stunning and disturbing, this explains basically any deviations from established lore between your campaign and published material, allows you to de-emphasize and emphasize certain components from adventure to adventure...or even modify whole storylines - much like the bogey conundrum, it represents a crucial, brilliant narrative device that irons out central issues any long-running campaign can encounter. While you still shouldn't be too sloppy regarding technological inconsistencies between adventures, this provides a way out that means you don't have to meticulously keep tabs on what can be gleaned and what can't.
Now, as mentioned before, the races sport unique abilities and after playtesting the system, I can attest to the respective races being well-balanced among themselves - neither the Kch-Thk nor the Vas Mal, for example, can be considered more powerful than the other races. But, unlike traditional or fantastic roleplaying, science fiction roleplaying has a crucial challenge most books I've read on the topic failed to address - namely operating as a unit and ship-to-ship combat. It is my from conviction that more character-focused RPGs, be they grimdark or light-hearted space opera, are more popular due to a prevalent failure of many crew-based RPGs to make either work as an engaging group-play-experience. (A failure you can see in naval/aerial combat rules of a variety of fantasy-systems as well, just fyi...)
The biggest triumph of Ashen Stars from a design-perspective also co-exists with the one aspect of the system that doesn't manage to reach its loftiest levels of quality...but let me elaborate: First of all, Lasers, are expected to have a hierarchy that resembles to some extent that established by the Combine, the in-game justification being that it's considered to be more professional. Thus, the system does reward adhering to this convention in a minor way, though it sure is not required. Still, clear-cut tasks, from operations officer to systems officer, both groundside and on board, mean that the respective characters have their tasks cut out for them. So that would be smart decision one - it rewards mimicking series à la Firefly et al. Secondly, there would be the ship to ship combat.
The combat achieves one crucial goal - it engages the whole group of players: First, you determine a goal-  depending on your goal, there is a different array of points you need to achieve: Escaping is easier than crippling a foe for towing, for example. Combat begins with ships determining initiative and then determining attack mode: Attack, maneuver, Override, Trickbag, with each of them being associated with another crew-role. When deploying an attack mode before having cycled through all available options, you're "egging" it and take penalties, as the enemy gets a significant bonus - while this does sound odd, ultimately, it makes the crew consider cycling through PC-chances to shine a valid, desirable option, even if their ship is not balanced between the respective capabilities. Every ship has an output spec - these are a variable pool that replenishes after the fight, which can be used to enhance an attack mode. Ships have a set of paired stats - for each of the attack mode, there is a number for dishing it and for taking it - the relation between dishing and taking for the winning and losing ship, respectively, determine the number of points added to the skirmish point total. Showdown results are compared and rules for rocking the ship, mop-up operations etc.  are provided...and yes, actions have consequences: Most laser-crews have someone in charge of public relations for a reason...destroying crippled ships can result in nasty blows to one's reputation.
Now the plus-side of the system is definitely that it manages to engage the whole group and provides chances to shine for each character. At the same time, in spite of some significant GUMSHOE-experience under my belt, I still had to reread the section iin which the ship-combat rules are depicted. The explanation of the rules itself is not that well structured and makes the per se nice system feel a bit more opaque than it should be. That being said, once you've understood it, it's not that hard to grasp and you'll wonder, much like I did, why the presentation, in spite of quick-reference and example, feels so complex when it actually isn't. A second complaint one could field against the system would be the need to establish a predetermined objective for the combat - the need to do so adds a kind of abstraction to the whole proceedings that takes a bit away from the experience of the narrative space combat. While a good GM can gloss over this aspect, it's the one thing that imho would have benefited from less abstraction and a more direct, immediate approach. That being said, this form of space combat still excels at what it does rather well.
Now it should be noted that the book sports a significant array of sample ships and provides guidance on making your own ships as well as advice on e.g. depicting combats that are not based on 1:1-duels. Un a character-level, viroware (basically, biological modification) and cybertechnics feature, as expected, and similarly, weaponry and ship-combat based options are ample and detailed. Indeed, one of the components I loved most about this book is that it's serious: It may not be humorless or dry, but it doesn't constantly wink at you; neither does it constantly beat you over the head with pop-culture references. Much like the most compelling of examples of scifi literature, it takes its own setting VERY serious - and this makes it compelling. Believe me, a crew that features a reincarnating locust-man and a balla write their quips, puns etc. at the table for themselves - in spite of what one would expect, Ashen Stars, while serious, is, again, much like Firefly, not dry and can be rather funny.
Still, this seriousness translates to conviction, to methodology regarding what you require - whether it's nomenclature of species, the tone of how universal translators tend to replicate the languages of the races, or the philosophical and political conundrums affecting the Bleed - the level of detail is excruciating...and personally, I had more fun reading this rule-book than I had reading 2312. Whether it's rules for cannibalizing ships, repairs, navigational hazards or scanners - the book covers just about all things you would expect from the genre. Of course, a wide array of sample stats for creatures is presented herein, alongside some exceedingly inspired Class-K-entities. What are class-k entities? Well, these would be creatures with a kill/annihilate on sight classification in the slang of the Combine (which btw. never becomes tedious or overburdened with make-believe words): Take the dermoids, quasi-sentient bodysnatchers or truly disgusting, nigh-cthulhoid abominations or the predatory lipovores, whose name already shows what they do...oh, and the racial enemy of the kch-thk are horribly powerful space wasps. I did tell you that this does support space-opera-style gameplay, right? I did say that, while serious, it'll be fun at the table? If your players are in any way like mine, the latter will result in "OH NO...NOT the Wasps...FROM SPAAAAAAACEEEEE!" blending of memes for universal hilarity...until they notice how dangerous these things are, at which point hilarity gives quick way to intense loathing. Have I mentioned the intensely creepy plant-species called Phyllax and their seedships? *shudder*
Exceedingly detailed advice for the GM on how to structure modules and campaigns complements this  book...but much like most GUMSHOE-titles, to truly notice how different Ashen Stars plays ultimately requires actual play experience: And the book does contain a sample scenario, called "The Witness of my Worth." Now I'm not going to SPOIL this introductory scenario beyond the base set-up: 3 days ago, the ashen star effect manifested over the world Ares-3. Once a mining colony, it also was the place of one of the first engagements in the mohilar war. An EvBase (environmental base, made to determine whether the planet can be re-settled) has issued a distress call - and it's up to the Laser-crew to investigate said call - alas, the truth of what is going on directly related to the past of the planet and the odd effects of the ashen stars...but this is how far I'll go regarding the actual plot of this adventure. Now the thing you'll notice when playing this is the fluidity of transition between operations aboard their ship and on groundside - it requires a blending between both to solve this scenario and it presents the fluid transition between these game-play modes in surprising ease, leading by example - if anything, the module left me with a distinct curiosity what the authors can do with these transitions.
This massive book also features numerous appendices for nomenclature, a fully-depicted space-combat example, character sheets, ship tracker sheets, ship combat tracker sheets, episode worksheets for the GM. Ship-bolt-on reference sheets, tech reference sheets, invetigative ability check-lists and an exceedingly detailed index help making the playing experience of Ashen Stars rather comfortable.
Conclusion:Editing and formatting are very good, though there are slightly more glitches herein than in other GUMSHOE-books I've read. Layout adheres to a beautiful two-column full-color standard and the book sports numerous pieces of nice artwork. The pdf-version comes with extensive, nested bookmarks for your convenience. Additionally, the book features .mobi and .epub-versions of the file and there is a second, more printer-friendly pdf included in the deal - kudos! My version also included "A Pirate's Life", a nice 14-page short story. The pdf is layered for your convenience, btw.
If you have the option, by the way, then I'd STRONGLY suggest getting this in print - the full-color hardcover, stitch-bound and solid in the finest sense of the word, is a true beauty, with nice, high-quality paper making the book a joy to hold and just flip through.
Robin D. Laws' Ashen Stars is a fantastic book. There are no two ways around it - granted, I can name systems with more direct ship-to-ship-combat; I can name systems with slightly more pronounced character customization-options - but that would be missing the point. Ashen Stars excels in that it manages to actually portray in roleplaying games the feeling of series like Star Trek, Andromeda or Firefly, in that it manages to work equally well both on a crew level and on a personal level. That, and the emphasis on investigation, mystery and exploration are what makes this scifi-rules-set great, though I really wished the ship-to-ship combat was a bit more direct and explained a bit better.
But that's not what you'll take out of reading Ashen Stars. This rpg-book made me feel like I had just entered Mass Effect's Citadel for the first time, like I had just started checking out Hyperion or Ubik - this roleplaying game manages to evoke an internal consistency I absolutely adore. Its mysteries are genius and compelling and it actually is a great read - this book captivated me more than quite a few scifi-books I've read. It also manages to have the potential to serve all kinds of subgenres, without being tied to them and manages to depict advanced technology that remains believable, while not hamstringing itself with over-explaining matters (and inevitably stumbling). In one short sentence: This setting managed to captivate me, makes me want to know (and play) more.
As a reviewer, the didactically somewhat unfortunate depiction of the ship combat rules constitutes a flaw I have to acknowledge in my final verdict. However, at the same time, the setting is quite frankly the most compelling scifi setting I've read in AGES, with the brilliant narrative strategems employed rendering it so much easier to run this than similar systems while maintaining internal consistency. In the end, I want to see more and, even as just reading material, still have to whole-heartedly recommend this gorgeous book. My final verdict will hence clock in at 4.5 stars, rounded up to 5 for the purpose of this platform...and for the superb world-weaving, this also receives my seal of approval.
You can get this evocative, detailed scifi-setting here on OBS!
Endzeitgeist out.
Categories: RPGs
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