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Witches & Spellcraft
Publisher: Margaret Krohn
by Timothy B. [Featured Reviewer]
Date Added: 09/22/2022 09:01:38

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-witches-spellcraft.html

Witches & Spellcraft

PDF. 15 Pages. PWYW. Full-color art.

Ok, to start off I have to say I really love the art in this. It is not a lot and it is mostly character art, but since characters are the focus of this game that is 100% fine with me. And the art is good. You can see the cover and those might be my least favorite, but I still like them a lot.

The game is designed for one Head Witch and four other witches, but that number is variable. You fill out your school sheet and witch sheet as a group. The Head Witch then helps guide the story along as a game master/GMPC.

Rolls are simple, largely a 2d8 plus or minus various modifiers. Rolls of 10 or greater are a success and you can get even better success with higher rolls. There are also failures.

The game covers spell creation and there are worksheets for your witch and school.

I think it is lacking a good example of play BUT I also see how such an example could also be limiting to new players. They might end up just following the example.

While you could use this game to say make your own school of witchcraft in the Scottish Highlands, it feels better suited to properties like Sabrina or the Magicians or even something like the mobile game Switchcraft or a new take on The Craft.

There is an actual play video. It is 4 hours long, but gives you some ideas how the game can be played.

If I were the developers here I would do this but break it up into chunks for new players to digest.

In any case, this is another fun game. I am so pleased I found it.



Rating:
[5 of 5 Stars!]
Witches & Spellcraft
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Paragon Hags and Occult Covens
Publisher: Zenith Games
by Timothy B. [Featured Reviewer]
Date Added: 09/21/2022 00:38:30

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-paragon-hags-and.html

More hags and more Pathfinder tonight! Really getting in the mood for some witchy hijinks this Halloween! In Pathfinder (much like AD&D 2nd Ed) there is a deeper connection between hags and witches. I have looked at a few products here that explore that. This one looks promising as well.

Paragon Hags and Occult Covens

PDF. 28 pages. Color cover. Black & White interior art. 1 cover, table of contents, 1 OGL page, rest content.

We start off with some history and the in game assumption that all hags are the daughters of hags and mortal men. These offspring are known as changelings, and will eventually become hags once they reach 15 years of age.

We get a new race, Hag, for player characters, and a new class, the Paragon Hag.

Paragon Hags get a number of powers above and beyond that of just what the Hag race gets. Among these is the ability to cast Witch spells up to the 6th level.

Different Hag families are detailed. Many of these are familiar. They are the Annis, Blood, Bone, Green, Hearth, Moon, Night, Sea, Storm, and Winter.

We get new archetypes to go along with the new class. There is the Cauldron Hag, Coven Mother, Focused Hag, and Mother of Steel. So by choosing different archetypes and different hag families you can get a wide variety of hag types.

New races and new classes mean new feats, and we have them here. Pretty good mix really. Mostly "Coven" feats, which could be used by witches as well.

There are new Rituals and new Spells.

Finally, we get monster stats for the Bone Hag, Hearth Hag, and another take on the Moon Hag.

I have to admit I rather like it all and will add to my growing pile of Pathfinder material to use.



Rating:
[5 of 5 Stars!]
Paragon Hags and Occult Covens
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Elements of Magic - Mythic Earth
Publisher: EN Publishing
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:20:55

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-elements-of-magic.html

Going back a bit when the D&D 3.5 edition of the game was all the rage and ENWorld began publishing material under the OGL and d20 STL. This one covers the mythic magic of our World.

Elements of Magic - Mythic Earth

PDF in a zip file. 58 pages. Front and back cover supplied as separate JPG files.

You can tell this is the early days of PDF publishing. The publisher provides a README file to explain how use the layers to make a print-friendly PDF. Vey nice I have to say. Very polite.

This book largely assumes that you will be using this in a modern d20 game where magic is real. There is an appendix in the back about using it with "Fantasy d20" coughD&D3.5cough.

Preface

A one-page overview of what this book is and how it is updated from it's predecessors (other Elements of Magic books).

Chapter One: Myths

This chapter is the foundation layer for playing a "mythic" game. This covers what sorts of myths you to use or create for your game. The default is a modern high fantasy. We get some very basic examples of how myths work in the world. Such as the abduction of Persephone causing the seasons to a basic overview of A Hero with a Thousand Faces monomyth.

Honestly, there could have been a lot more here.

Chapter Two: Spellcasting and Magical Traditions

This covers the spell-casting basics. This includes "regular" spell casting and ritual magic. Magic is largely a skill-based system. Because of this any class can cast spells but some are going to be better trained than others. There are new backgrounds, new skills, and of course lots of new feats. Feats are the primary vehicle to differentiate the various magical styles. It works much better than it would seem or even to anyone that is "feat exhausted."

In truth, the feat system is really rather perfect for this, or maybe, this book's conceptualization of these different mythic traditions is well suited for feats. In other games, these would be all different classes or sub-classes. Here it is entirely possible to build an arcane dabbler that knows a little runic magic, some voodoo. Your dabbler will never be an expert in anything due to the limited number of feats you can take, but that is also true in real life. They are also designed to provide some interesting playability if you do take more than one Tradition feat.

Examples of some magic items and a ritual spell are also given.

Chapter Three: The Magic of High Fantasy

This is our campaign world; magical modern Earth. They make a distinction between our Earth, "Terra" and the magical Earth, "Gaia." It is not a particularly new idea, but it is well executed here and that is the important part. Detailed within are various organizations that exist on Gaia that are related to magic. There is the governmental "Bureau" that act as the law enforcement in the magical world and "The Knights of the Round" that enforce the treaties with the Fey. There is room for many more.

We are also given The Mage, an Advanced Class for d20 Modern. This rounded off with some NPC Mages.

Chapter Four: Spells

Spells here are applications of magical skills. The ten skills are Attack, Charm, Create, Cure, Defend, Divine, Illusion, Move, Summon, Summon, and Transform. Each skill must be trained. So it is easy to see you can have generalists in all skills and experts in just a few. Each skill has a number of spells associated with it. You can design spells as needed with whatever enhancements seem to work the best. Each enhancement requires a skill rank. So four enhancements mean four additional skill ranks.

The system takes a little bit to learn but is easily adaptable and usable in play.

Appendix

This covers converting the Mage advanced class to a Base class for use in Fantasy d20 worlds.

It is obvious to me that this was someone's favorite campaign model for a while. There are a lot of really great ideas here and few I'd like to try out. Reading it now I am taken by how much of this could be ported over to True20 or even a modern OSR game.



Rating:
[4 of 5 Stars!]
Elements of Magic - Mythic Earth
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Blood and Broomsticks - Sorcerers & Witches (PFRPG)
Publisher: d20pfsrd Publishing
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:17:19

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-blood-and.html

Getting back to some Pathfinder tonight. There is just so much great material for this game I feel I am barely scratching the surface. One thing is certain though. Morpheus is the witchiest of all the fonts.

Blood and Broomsticks - Sorcerers & Witches

PDF. 41 pages. Front and back covers. Credits (including art credits). Compatibility and References. Table of Contents. 1 ad. 2 pages of OGL. About 30 pages of content, minus various bits of art. Full-color covers and interior art.

This book gives us one sorcerer bloodline and two witch archetypes.

We open with a word about magic and spells and how Sorcerer magic differs from Witch magic. There is a bit on what are some of the best spells for both classes to take.

New Sorcerer Bloodline: The Altered. This is the offspring of a witch whose patron altered them in the womb. An interesting concept and one I have also played around with myself. These sorcerers get access to the Patron's spells as their own bonus spells. They also gain access to a handful of Hexes. Not as many as the witch of course, but enough to keep the class interesting.

New Witch Patrons: These are also related. The Blood Patron and the Family Patron are the direct extensions of the offspring of witches. Others include Greed, Kinetics, Metal, Pyre, and Sunlight.

New Witch Archetypes: The Ink witch is a tattoo witch and various powers linked to markings. The Pyre witch is all about fires and flames.

There are 14 new hexes (of all levels) and five new magic items.

There are also 13 new spells. All can be used by the witch, and most can be used by sorcerers.

I like how the book looks and the game material also looks pretty solid and fun. Certainly something I would use in my games.



Rating:
[5 of 5 Stars!]
Blood and Broomsticks - Sorcerers & Witches (PFRPG)
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Love Witch
Publisher: NUELOW Games
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:14:58

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-love-witch.html

Something a little different tonight. NUELOW Games has given us a lot of off-beat supplements for d20; many using old comics that have fallen into the public domain. It is a good idea really, some of these older comics are actually good and some are kinda creepy and many lend themselves well to all sorts of games. That is what we have tonight. Though I will admit I am not 100% sure if the comic used IS public domain OR if it is one they licensed for this use. The copyright notice seems to indicate that Marv "Teen Titans" Wolfman still owns and it is used with his permission.

Love Witch

PDF. 56 pages. Color Cover. Black & White interior art.

Not to be confused with the similar-sounding movie out the same year.

This product is split into four major parts. Parts 1 to 3 are the comics about the "Love Witch" and Part 4 is the OGL d20 rules to use some of the magic.

Burnick is our titular Love Witch. The first comic introduces us to this beautiful but evil witch. The next two deal with her various battles, with the last one dealing with her battle with her arch enemies the Druids.

The Game related sections start on page 36 and deal with the fall of Atlantis and the migrations of the Atlanteans. The magic of Atlantis, at least in terms of the d20 rules are a bunch of different feats that can be taken to provide magical effects. Not a bad method and it certainly feels different.

In the modern eras, we get two groups that continue the Love Witches fight. The Daughters of Burnick continue in the steps of the Love Witch and the Watchers of the Stones who are the modern-day Druids.

It's fun and I could easily see a "Daughters of Burnick" coven that I could use with my own witch books or even better with the Hyperborea RPG.



Rating:
[4 of 5 Stars!]
Love Witch
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The Pantheon and Pagan Faiths
Publisher: Samurai Sheepdog
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:13:48

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-pantheon-and.html

Tonight I am doing my third Samurai Sheepdog product, but this was not planned out that way. Also, this is another former Mystic Eye Games product that Samurai Sheepdog has brought back. It is also one of my favorite books from the early d20 days.

The Pantheon and Pagan Faiths

PDF. 208 pages. Color cover. Black & White interior art.

Released originally in 2003 by Mystic Eye Games this was part of their campaign "Hunt the Rise of Evil" for their World of Gothos world. I remember at the time thinking it was a touch cliché but still fun and it kept my attention. This was my favorite book in all their publications to that point.

Samurai Sheepdog is, as far as I can tell, the same people that made up Mystic Eye Games. So this is not a case of a new publisher buying the right to old stock, it is a new publisher re-organized from the remains of the old. Does this mean we could get more "Hunt the Rise of Evil" products? Maybe! But until then let's discuss this older product.

The obvious spiritual parent of this book is AD&D 2nd edition Faiths & Avatars book. Right up the art of the various priests, shamans, and witches of the various faiths in a lineup. I will not lie, it did appeal to me and help me know right away what this book was about.

While this book is overtly for the Hunt the Rise of Evil campaign and the World of Gothos I used it rather nicely with my D&D 3.x games where I feel added materials from a lot of different d20 publishers. It is "labeled" but also flexible.

This is also a good-sized book at 208 page and 10 Chapters.

Introduction

This covers what this book is and how to use it.

Chapter 1: Piety and Conversion

This covers the rules of dealing with the various gods and how they can grant favor. This is where we get to see our lineup of clerics. Additionally, there are rules for conversions. So if you are playing clerics in a d20/D&D 3.x game then this a great source of information.

Chapter 2: Core Divine Character Classes

Covers the expected classes like Clerics, Druids, Paladins, and Rangers. We also get Shamans and Witches/Warlocks. Both classes are well-detailed. These witches are, naturally, divine spellcasters not arcane. The witch can also choose to be a White Witch or a Black Witch which is also called a Warlock. Witches are even further divided into covens associated with a different god of faith. The covens are actually very interesting and kept me coming back to this book. They are also fairly tied to this world and these gods.

Chapter 3: Prestige Classes

I will not lie. I do like Prestige Classes. I like the idea of being able to further differentiate your character later inplay. I do wish that 5e had prestige classes not tied to their base classes so much.

These Prestige Classes are tied to this world but it looks a little easier to detangle them given the way Prestige Classes were most often constructed at the time. Here we have the Beast Friend, Covenant to the Hunt, Furies of Destruction, Hammers of Justice, Inquisitor of Justice, Ovate Bards (one of my favorites here), Slaughter Priest, Sorcerer Priest of Vlag, Strictor, and The Taken. I did not try many of these but I did try the Ovate Bard and thought it was really great.

Chapter 4: Feats

There are some interesting feats tied with faith, birth, and how people can approach the divine. It takes a game mechanic and weaves it back into the structure of the world. I rather like it to be honest. But, let's be honest, there are a lot of feats here. Maybe more than we really need.

Chapter 5: Spells in Gothos

Ok. You know I love my magic and this chapter does not disappoint. We get new cleric domains and new witch and shaman spells. Nearly 40 pages worth. There are new spells as expected for Bards, Clerics, Druids, Paladins, and Rangers. There are even some new one for Sorcerers/Wizards.

Chapter 6: Saints and Sainthood

Now, this is an interesting chapter. Back in my starting days of D&D Basic I played a Cleric. We decided that this cleric would later be a Saint of those who fight undead and demons in my AD&D world. (Interestingly enough that same said cleric is a Patron Saint in the Duchy of Valnwall now.) This chapter lists a numbers of saints and the benefit to having a patron saint. There are both good and evil ones here.

I think most gamers of a certain age will agree that the Patron Saint of Adventures is St. Aleena the Brave.

Chapter 7: The Pantheon

This covers the gods, the major clerics, and centers of worship or divine power in the world of Gothos. The gods are wonderfully detailed though like gods should they are tied to their world.

Chapter 8: Outscat Gods

Ah, now here is something not often covered in campaign books. (well. the Forgotten Realms does a good job here too). This covers all the gods that have fallen, been kicked out, or have left the main pantheons including our cover boy Chargrond. The gods here also get some special rituals. These gods are all evil.

Chapter 9: Outsider Gods

Like the outcasts, these gods are not part of the main pantheons. Unlike the outcast gods, they never were a part of it to begin with. Their alignments vary. Like the previous two chapters in addition to gods, we get major clerics/worshipers and some rituals.

Chapter 10: Pagan Gods

In modern parlance, these are the "Old Gods" to The Pantheon's "New Gods." These are the gods followed by Druids and Witches. Like the previous three chapters we gets gods, major worshipers including some specialty priests, and rituals.

We end with the OGL and a very nice index.

This book packs a lot into its 200+ pages and for less than the price of a Grande PSL you get a good value. The print option has long been OOP, but sometimes you can still find them on eBay or Noble Knight. I unloaded mine in my D&D 3.x purge. Well. At least I still have the PDF!



Rating:
[5 of 5 Stars!]
The Pantheon and Pagan Faiths
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Tarot Magic
Publisher: Samurai Sheepdog
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:10:18

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-tarot-magic.html

Digging deep tonight with one going all the way back to the d20 days. Everything about it just fills me with early 2000s nostalgia. Is it the lens flare on the logo? Is it the repeated use of the Morpheus font (which I STILL like)? I don't know. But whatever it is this one has been sitting on my hard drive for nearly 15 years or more (20 if you count the softcover I used to have) waiting for me to review it.

Tarot Magic

PDF. 90 pages, color cover, black & white interior art.

This book had been published originally back in 2002-2003 by Mystic Eye Games for the d20 OGL and STL. Yes we are going all the way back to the d20 System Trademark License here.

Now it has been updated in a 2016 re-upload by Samurai Sheepdog. I still have my original PDF on a backup drive so I can compare them. The cover is the same, but a bit brighter and the Samurai Sheepdog logo and website is there. Also, all mention of Mystic Eye Games is gone. The back cover is missing as well. But the PDF is also clearer to read and generally of better quality.

I will note that this book is filed under the D&D 3.5 category, but it is really D&D 3.0. I don't think it makes much practical difference to be honest.

The book is divided into five major sections.

Chapter 1: Tarot Reading in the Game

This cover the basics of card layout and meaning and how they can be used in a game situation. In most cases, the book advises the GM to control what the deck will be saying to fit the narrative/structure of the game. The most value here are the card meanings, though that information is also widely available elsewhere.

Chapter 2: Tarot Mage Class and Prestige Class

Now, this is fun. Presents the Tarot Mage class that can be used as a regular class or as a prestige class. Honestly, I like the option. I think it works well as a Prestige Class with someone starting as a wizard, sorcerer, witch, or even a thief with some arcane ability. Example NPCs of both a Tarot Mage and a Wizard/Tarot Mage are given.

Chapter 3: Tarot Mage Spells

This is a meaty chapter and kudos for coming up with all these spells. There are 38 pages worth of spells. Not a lot of art means a lot of text.

The spells are all "Arcane" so they are also listed by their school.

Chapter 4: Magic Items

These come in three major types; cards, materials to make cards, and items related to what are on the tarot cards.

Chapter 5: Foul Locales

Ok. This one is odd. Chapters 1 to 4 all proper headers with large fonts. This one starts at the bottom of a column when the magic items end. The only thing connecting it to the book is the fact that members of the family living in this locale are all Tarot Mages.

In any case it is an interesting book and one I tried many times to use back in the 3.x days. It is high on concept but the usability of the core class was limited compared to the Wizard/Sorcerer. The prestige class was much more useful.

Still it was rather fun.



Rating:
[5 of 5 Stars!]
Tarot Magic
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Prowlers & Paragons Ultimate Edition
Publisher: Mobius Worlds Publishing
by Timothy B. [Featured Reviewer]
Date Added: 09/20/2022 13:06:29

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-prowlers-paragons-ultimate.html

This one has been sitting in my TBR pile for so long I actually feel kinda bad that I am just now getting to review it. But this is my unofficial superheroes month so but late than never I guess.

Prowlers & Paragons Ultimate Edition

I like supers games. While I might be suffering from a little bit of superhero burnout right now I still enjoy these games. While I have not found the Prefect-for-Me supers game, this one is very, very close.

For this review, I am considering the POD and PDF I got from DriveThruRPG via their 2019 Kickstarter. The book was ready rather quickly I am just really slow on my review.

PDF and Hardcover, 192 pages. Full-color covers and interior art.

This is a supers game so one of the first things I consider is the art. I know, that seems shallow of me, but comics are a visual medium. So are superhero movies and TV shows. The art of P&P is gorgeous. I read through it and wonder where is the comic that should be attached to this game? No comic. But the game still looks great.

Foreword and Introduction

The foreword from Sean Patrick Fannon talks about the game he wanted to create and then discovers that the original P&P from Leonard Pimentel did more or less everything he wanted. This new P&P updates the old with some new ideas from both Pimentel and Fannon.

The Introduction covers the game and various glossary terms to get you going.

Chapter 1: Basics

The game mechanic is very basic and very easy to use. Every trait, ability, power, or what have you has a score. Figure our what you want to do, find the right combination, add those numbers up, minus any negative modifiers, and then roll that number of d6s. "2s" and "4s" are one success, "6s" are two successes. Compare that to the Thresholds table and you will know by how much you succeed, or fail.

Some special d6s would be nice, but that could get cost prohibitive. Keep in mind Fannon's original supers game was called "Handfuls of Dice" so it's good you can use regular d6s here!

Actions, Combat, Resolve, and Adversity are all dealt with in more detail in chapters 3, 4, and 5. But it is great to have here to get an idea on how to create your characters.

Chapter 2: Characters

The heart and soul of any supers game are the super themselves. Here we cover how to create your characters which will include types and power levels. This is a point-buy system so you get so many points depending on your power level and then use those points to buy everything you need.

Abilities are your base abilities like what you can find in most games. Agility, Intellect, Might, Perception, Toughness, and Willpower. Similar to D&D and very similar to Unisystem. 1d (1d6) to 6d represents the human norm. Talents are like skills, but broader. We also have our huge list of Powers. Powers can have Pros and Cons. For example, Ironman and Green Lantern both need to have a power source for their powers. This would be a con. Characters can also have Perks (Wealth for Batman) and Flaws (Compulsion, also for Batman).

The powers seem pretty comprehensive. Very much similar to say Mutants & Masterminds or other supers games.

This is the largest chapter of the book as expected.

Chapter 3: Action

This is the shortest chapter since action rolls are pretty easy to figure out. Again you are rolling a bunch of d6s (determined by abilities, talents, powers, and other modifiers) and counting your successes ("2s" and "4s" are 1, "6s" are 2). Compare that number to the Thresholds chart. You can also embellish your actions.

Chapter 4: Combat

Combat is largely a specific type of action, but since fighting bad guys is so central to many supers games and the variety of ways to engage in combat, this one is a bit larger and on its own.

Chapter 5: Resolve and Adversity

It is not the powers that make heroes the heroes, but their ability to do what is right and fight on. This is Resolve. Resolve allows the heroes to push through the tough times, to help their allies, to be able to "do this all day." It is a bit like the Drama Point system in Unisystem (Buffy, Ghosts of Albion). You can save it for the right moment for the best heroic action. Adversity is what challenges them.

Chapter 6: Equipment

Utility belts, flight suits, fast cars, even swords, bats (baseball, not the flying kinds), and your base of operations are all covered here.

Chapter 7: Environment

Street-level supers might be limited to the mean streets, but a supers game can take you anywhere and the players need to know how to handle these situations.

Chapter 8: Friends and Foes

I always love these chapters in Supers games. We get a variety of heroes and villains to help populate our worlds. Often they are the authors' homages to the heroes and stories they love, but also to fill certain niches. This chapter starts out with the basics; animals, extras (NPCs), and then we move onto the main heroes. There are variations of some classics here; your speedster, your blaster, you martial arts expert, the super soldier, and so on. If you have read a comic...well...ever then you should know what to expect here. I can almost judge a game by how many of these heroes I'd like to use. So far this game is doing great since all of them seem interesting me. These are followed by the Foes. They are also very interesting. Sure in both cases (heroes and foes) are built on very, very familiar archetypes, but that is also why they work.

Chapter 9: Superhero Gaming

This last chapter covers running your Prowlers & Paragons games including creating villain and their motivations. Also creating scenes, stories, and series.

This is followed by a character sheet, a list of Kickstarter backers, and a good index.

Honestly, this is really a great supers game. It is a little less on the complexity scale than say Mutants & Masterminds, but more so than say Icons.

while the notion of rolling say 20+ d6s can be daunting for really powerful characters, the fact that you are just looking for success makes it go really fast. Plus dropping a handful of dice for an attack? Yeah, there is sublime satisfaction in that as well.

There is also a free Quickstart and free Character Sheets.

Character creation is pretty fast and very fun. I am going to have to come back to this game for some more!



Rating:
[5 of 5 Stars!]
Prowlers & Paragons Ultimate Edition
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SURVIVE THIS!! Vigilante City - Into The Sewers!
Publisher: Bloat Games
by Timothy B. [Featured Reviewer]
Date Added: 09/19/2022 08:30:17

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-4-into-sewers.html

Vigilante City - Into The Sewers!

PDF and softcover book. 224 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Here we see Bloat Games' TMNT love on full display. And it works well here. I am sure other supers RPGs have tried this before, but I can't think of any that do this so explicitly.

If Book #2 gave us an overview of Victory City above ground then this book covers the sewers and underground. Sadly the sewers are full of radiation, mutants and eve worse dangers.

We go through the sections and neighborhoods of Victory City and discuss what is going on underneath. General features as well special ones such as Shayana's Bazaar. Great for all your underground (literal and figurative) needs.

It would not be a SURVIVE THIS!! game without plenty of random tables and this one does not disappoint. 100 things you can encounter in the sewers. There are plenty of new creatures too and they are detailed in this book. Yes. There are alligators and vampires in these sewers.

There are two new introductory adventures, "Into the Sewers, We Go!" and "We're In a Pickle Here" to get the PCs out of the relative comfort of the above world down to where the action is.

Given all of the new focus on mutants, there is also an updated Mutant Class with more abilities to replace or augment the one in the Core Book. Just reading through them I can't see any reason why you could not use both if you wanted. Different strains of mutants. Likewise, there is an updated Anthropomorph class.

We end with some new skill packages which include assassin and sewer rat. In this game, you can have a sewer rat skill pack applied to an actual sewer rat Anthropomorph.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Into The Sewers!
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SURVIVE THIS!! Vigilante City - Superhero Team-Up!
Publisher: Bloat Games
by Timothy B. [Featured Reviewer]
Date Added: 09/15/2022 09:39:45

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-3-superhero-team.html

We continue our tour of Vigilante city with the next book in the series and the first expansion. If this one makes you think of the Teen Titans, then I think that might be the point.

Vigilante City #3 Superhero Team-Up!

PDF and softcover book. 176 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Classes

This book presents some new classes for us to try out. They are the Alchemist, Getaway Driver, Mutant Hunter, Occultist, Revenant Hero, Sewer Guardian, Tunnel Shadow, and the Weapon Master.

So bits of TMNT poking through again, but that is perfectly fine really. The classes are good and few I really like. The Occultist was the obvious choice and yes I am a fan, but also the Alchemist and the Revenant Hero for running a game like The Crow.

We get some new skills too. The nice thing about VC is the skill system is very flexible. You could even run it without skills if you like. I try not to get too bogged down in the skills myself, but the system here makes it rather easy to use.

Teams

This section is where I am getting the Teen Titan vibe, though it can cover all sorts of teams. The first is team combo actions which give you some ideas on how teams can work together. There is some detail on your base of operations as well. Covers everything from living in the sewers to a giant tower shaped like a T if that is your fancy.

Gear

Alchemists and Occultists can make potions so there is new gear associated with that. There are new items of equipment and vehicles. If you ever needed to know how much it would cost to build your own superhero lair then this book has you covered.

Dr. Azmournus and More

We get into a section of rogues next. Up first is the evil Dr. Azmournus and his crew. This guy does tests on mutants and Anthropomorphs to create even more mutated creatures. He is not a pleasant guy. We also get his mutated crew.

There is a vigilante group that doesn't quite operate within the law, the "Wretch Slayers," and a group of sewer-dwelling crime fighters that face off against Dr. Azmournus and his crew ("Insecto's Sewer Guard").

There are more, but you get the idea. Use them all or none, but they add a bit more color to the streets, and under the streets, of Victory City.

Adventures

What might be the best part of a book full of great parts are the adventures. Included here are "Backup" by David Okum and homage to the "Buddy Cop" movies of the 70s and 80s. "The SynGen Situation" by Melanie R. Meadors, an open-end, even "sandbox" style adventure to get players and characters acquainted with Victory City. You get to meet other heroes and even have a run-in with a noisy reporter! There is even a tavern where you can meet up. Michele Lee gives us "The Demonic Cabal" here you get to meet a mentor in the form of Roadkill an ex-cop and former vigilante. Of course, Roadkill soon lives up to his name and is dead. It is up to the player characters to find out how and why. Friend of the Other Side James M. Spahn is up with "Quiver of Serpents" which is more of an introduction to the criminal organization, the titular Quiver of Serpents as the PC's version of the Legion of Doom.

All in all the book works really well and is a worthy addition to the Vigilante City line.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Superhero Team-Up!
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Beyond the Mundane: Magical Options for Spellcasters
Publisher: Samurai Sheepdog
by Timothy B. [Featured Reviewer]
Date Added: 09/15/2022 09:34:09

Orignally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-beyond-mundane.html

Beyond the Mundane

PDF. 30 pages. Title page, 1-page OGL. Color cover and interior art.

This book has archetypes for all the spellcasting classes for Pathfinder.

Among the ones I like the most are the Choreographer (Bard), Blood-Spiller (Bloodrager), Primal Growler (Cleric), Lunar Touched (Druid), Agent of the Green (Hunter), and Cupbearer (Witch).

There are a lot here and each one does ad something interesting to their base class. It is really good and if you play Pathfinder and want to try something new then grab this.

There is also a new race, the Shadiir, who are naturally magic, so a good race choice for any and all of these archetypes.

I did not see anything I could use with my witches or my Winter Witch in particular, but it was fun all the same.



Rating:
[5 of 5 Stars!]
Beyond the Mundane: Magical Options for Spellcasters
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SURVIVE THIS!! Vigilante City - Villain's Guide
Publisher: Bloat Games
by Timothy B. [Featured Reviewer]
Date Added: 09/14/2022 08:07:25

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-2-villains-guide.html

Book 2 of the SURVIVE THIS!! Vigilante City core rules is the Villain's Guide and it was shipped out with Core Rules #1. It's Vigilante City week, so let us get to it.

Vigilante City #2 Villain's Guide

PDF and softcover book. 300 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

This book builds off of the Vigilante City #1 Core Rules. While it says "Villain's Guide" on the cover it is really much more than that.

Victory City

We start out with the titular Vigilante City, "Victory City." We get the layout of the city and its districts. We get a great map of the city (and it is reprinted on the back).

Since this is street-level supers we get a lot of gangs. The gangs do feel like what you might get if you took the gangs from the movie The Warriors and let them populate Gotham City from Batman the Animated Series for a while. Yeah, it is every bit as fun as it sounds. I bet the creative team had a blast working on this.

There is a great section following about building your own city or adding to Victory City. Personally, I would rather add to the existing VC. I mean nearly every superhero story is defined by the city they live in. So for a Vigilante City game, I am going to want to play in Vigilante City.

Anthropomorph Island is our next big section and it is an island of anthropomorphic animals. Not all of them are teenage. It's a neat little addition to the superhero mythos.

There are a couple of sample adventures, which is nice.

Rogues Gallery

At about 75 pages in we finally get the Rogue Gallery. Ok, "finally" is too strong. Everything up to this point has been great. But let's be honest it is the bad guys that are the most fun.

Nearly 90s pages of all sorts of bad guys (and girls and animals) here and they are all fun.

There are a couple of local heroes, some sample characters, and a bunch NPCs.

Bestiary

There is a bestiary that covers normal animals to were-beasts and other threats. Bigfoot is even here! Note: The Dark Places & Demogorgons Cryptid Manual would work great with this.

Community Content

I think this material was part of the Kickstarter where backers could submit heroes and villains of their own. This is that section and it is a lot of fun really. I mean really, we are getting an official version of the Acrobatic Flea? Worth the price of the book alone!

This book could have been also called the GM's Guide, with all the material here. It is great stuff. Can you play VC without it? Sure. And you can also have Batman without the Joker and Gotham City but it would not be as much fun.

I can see this game taking the place of Icons or Villains & Vigilantes in my life. It is at the intersection of them both for me.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Villain's Guide
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Witch: The Road to Lindisfarne
Publisher: Pompey Crew Design
by Timothy B. [Featured Reviewer]
Date Added: 09/14/2022 07:45:03

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-witch-road-to.html

One of the things I talk about here is something I call Traveller Envy. This is the feeling I got from watching Traveller and their interconnected RPGs and Board Games. It is something I would love to replicate for my D&D games and for my War of the Witch Queens campaign in particular. I can't always find board games that fit the bill for me, but I have tried. While not a board game this GM-less "story game" does fit the bill of this notion for me. But how is it? Let's find out.

Witch: The Road to Lindisfarne

PDF. 32 pages. Multiple files.

So this is a story game, not something I have a ton of experience with.

It says 4 to 6 players, no dice, pencils, or extra paper needed.

The game takes place in London in 1350 but you head to the Abbey at Lindisfarne; the same that was rather famously attacked by the Viking raids.

Each player gets one of the characters included in this file. The special character is Elouise our central witch, or at least a confessed witch. There are two outcomes her player can choose, Elouise is Guilty or she is Innocent. Depending on which one is chosen determines the end of the game.

The purpose of the game is to take Elouise from London to Lindisfarne. There are many stops along the way and the players describe what their characters do along the way. The other players (and characters) do not know the Truth of Elouise so they seek to discover it. It is entirely possible that Eloise is found guilty and burned at the stake or found innocent and set free independently of the truth.

If this sounds like the 2011 movie Season of the Witch, well the designers agree with you.

The game is very interesting and it does give me a lot of ideas of things to do with my own games.

The game does have re-playability, with different characters being played by the same group, but I can also see that it is a little limited in that respect.

Still, a fun game to play on a cold wet afternoon in late October.



Rating:
[5 of 5 Stars!]
Witch: The Road to Lindisfarne
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Book of Lost Spells (5e)
Publisher: Frog God Games
by Timothy B. [Featured Reviewer]
Date Added: 09/13/2022 11:53:50

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-book-of-lost.html

Frog God Games has long been producing great gaming products for a variety of systems. Their dedication to old-school style play comes from their earliest years when they were associated with Necromancer Games. So to see a couple of new spell books (and you know I love spells!) for D&D 5e AND Pathfinder featuring all sorts of old-school spells? Yeah. Put me down for one of each, please.

Book of Lost Spells (Pathfinder) and Book of Lost Spells (5e)

PDF. 201 pages (PF) and 137 pages (5e). Color covers. Black & white interior art.

The content of these two books is largely the same. The 5e smaller page count comes from the rules ability to cast spells at higher levels for increased effects, while Pathfinder (like the games that came before it) needs a different spell at higher levels. Also, Pathfinder has more spell-using classes, so their spell lists take up more page count.

There are other minor differences depending on what spells each of their respective core rules already has, but the focus of both books is to provide classic "1st Edition" era spells to the new editions.

In both cases, the books have the spell lists by class and level first then followed by the spells and descriptions in alphabetical order.

The spells are largely SRD derived and are certainly like the feel of 1st edition spells. Frog God is very, very good at doing this. I have not yet found any specifically from 1st ed AD&D that is not in the SRD but is also here. There are a few that have new names that essentially do the same thing, which is fine by the OGL really.

If you are a Pathfinder or 5e player and you want/need more spells then these books are a treasure trove, whether you played AD&D 1st or not. If you did then you will find something that feels familiar and new at the same time.

Unless you play both games (or level spell books) then you don't need both, but I am happy to have them both to be honest.

In both cases, I have found them incredibly useful.



Rating:
[5 of 5 Stars!]
Book of Lost Spells (5e)
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Book of Lost Spells (PF)
Publisher: Frog God Games
by Timothy B. [Featured Reviewer]
Date Added: 09/13/2022 11:53:44

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-book-of-lost.html

Frog God Games has long been producing great gaming products for a variety of systems. Their dedication to old-school style play comes from their earliest years when they were associated with Necromancer Games. So to see a couple of new spell books (and you know I love spells!) for D&D 5e AND Pathfinder featuring all sorts of old-school spells? Yeah. Put me down for one of each, please.

Book of Lost Spells (Pathfinder) and Book of Lost Spells (5e)

PDF. 201 pages (PF) and 137 pages (5e). Color covers. Black & white interior art.

The content of these two books is largely the same. The 5e smaller page count comes from the rules ability to cast spells at higher levels for increased effects, while Pathfinder (like the games that came before it) needs a different spell at higher levels. Also, Pathfinder has more spell-using classes, so their spell lists take up more page count.

There are other minor differences depending on what spells each of their respective core rules already has, but the focus of both books is to provide classic "1st Edition" era spells to the new editions.

In both cases, the books have the spell lists by class and level first then followed by the spells and descriptions in alphabetical order.

The spells are largely SRD derived and are certainly like the feel of 1st edition spells. Frog God is very, very good at doing this. I have not yet found any specifically from 1st ed AD&D that is not in the SRD but is also here. There are a few that have new names that essentially do the same thing, which is fine by the OGL really.

If you are a Pathfinder or 5e player and you want/need more spells then these books are a treasure trove, whether you played AD&D 1st or not. If you did then you will find something that feels familiar and new at the same time.

Unless you play both games (or level spell books) then you don't need both, but I am happy to have them both to be honest.

In both cases, I have found them incredibly useful.



Rating:
[5 of 5 Stars!]
Book of Lost Spells (PF)
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