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Here there be monsters within these pages - a Mephisto review
Dragonbane Beastiary
As befits a good fantasy role-playing game, the obligatory bestiary has now also been published for Dragonbane, which presents a whole arsenal of new monsters on 150 pages, but also summarizes the creatures from the basic box once again in these pages. The book is written from the in-game perspective of Theodora Sneezewort, who has compiled this manual of monsters and contributed her own perspective and interpretations.
The book is divided into nine sections. The nightkin, i.e. the goblinoids, are introduced, followed by the rare kin, insectoids, trolls, giants, beasts, undead and, of course, dragons and demons. A special feature here is that some of these new kin are also playable, provided the gaming group agrees on this, so that in addition to the familiar six kin, there is a good arsenal of other playable options with orcs, ogres, goblins, hobgoblins, frog people, karkions, cat people, lizard people and satyrs.
The structure of the monster descriptions always follows the same pattern. There is a short introductory quote, interspersed with a little black humor, then a short descriptive text by the fictional author, who always discusses personal experiences and special aspects in her descriptions and does not provide a simple schematic summary. There is, of course, a stat block, and for humanoid creatures, these stats are usually presented for two or three different classes. If it is a playable variant, there is, of course, also the corresponding special ability available to a character. The central elements, however, are the random encounter and the adventure seeds, whereby the random encounter describes a spontaneous meeting with the creature, while the adventure seeds can provide approaches for complete adventures.
Each of the monsters has also been excellently illustrated by Johann Egerkranz and David Brassegala. The selection of monsters largely comprises the usual stereotypes. There are lizardmen, minotaurs, mermaids, fairies, centaurs, different variants of giants and trolls, griffins, hydras, medusae, pegasi, ghosts, skeletons, vampires — or, in other words, all the usual suspects for such a book There are also some more special and unusual entries. For example, the insectoids, the ant people, the beetle people and the spider people are certainly more uncommon creatures. But the Swan Maiden, elven were-swans so to speak, are also rather unusual representatives.
In the case of dragons, the different variants, from newly hatched baby dragons to ancient dragons, are classified as separate entries, and various types of demons are presented in the demons section.
The Dragonbane Bestiary is very well presented. Both the structure and the graphic design and illustrations are excellent. The entries are also written in an entertaining way, making this bestiary easy to read. There are lots of little anecdotes, but also random encounters and adventure ideas that you can use to get started right away in the game.
The fact that Dragonbane does not use lots of complicated characteristics and special attacks, with monsters having adW6 table for different attacks, means that this part is sometimes a bit repetitive, so that monsters are sometimes similar in terms of pure game statistics. In my opinion, however, this is completely outweighed by the description because the way the creatures are presented here is very vivid.
Whether you want to allow the additional kin for players depends on the individual group. Of course, this expands the possibilities vastly. On the other hand, the question of whether you actually wish to play goblins, for example, if they do take damage from sunlight as nightkin, is somewhat questionable. Nevertheless, the options have increased significantly here, and there are probably also players who have only been waiting for such unusual opportunities as being able to play cat creatures.
The Dragonbane Bestiary thus remains true to the approach of simple rule mechanics and traditional fantasy in a well-written and beautifully presented design. This means that anyone who enjoys Dragonbane will get a fitting and excellent monster manual. The only downside of the PDF version is that, unlike the PDF version of the basic box, the cardboard stand-up figures of the printed book are not included as print-out templates, so you have to do without them. Apart from that, this book is a recommendation for Dragonbane fans.
(Björn Lippold)
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Beat'em as an RPG - a Mephisto review
Iron Street Combat
The Fate Worlds of Adventures have a tendency to present very unusual or even bizarre backgrounds. Iron Street Combat is another example of a rather unusual background for a role-playing game, as the basis for this game world are the typical computer brawling games in which unique fighters with special abilities beat each other up in tournaments with their special moves.
Iron Street Combat borrows from this genre associated with games such as Street Fighter, Tekken and Mortal Kombat and starts with an explanation for the background: There are various secret or not-so-secret organizations that try to reach their ambitious goals and plans for the world and rely on their champions in confrontations. These champions are obviously the player characters who face each other in the tournaments, which are the focus of these stories.
Accordingly, each player creates both their champion and the organization to which they belong. Character creation has been simplified a little. There is a new skill list that focuses more on the background and defines the selection of stunts accordingly. Each player can also choose a fighting style that provides special moves.
Even though there are rules in the book on how to create your own factions, the book provides several organizations that can be used directly. From the Naraka Conglomerate, which originated in hell, and the Iga Ninja Clan, to the Military Intelligence Directorate and the Spanish Inquisition, you get a range of bizarre organizations that are described in the comic-like manner of a video game.
The idea behind Iron Street Combat is that the game runs in different phases: the political phase, the fighting phase, and then the political phase again. This is about the players first playing out a bit of the background, when the factions try to implement their plans and push their projects forward, interfering with their champions in these situations. Thereafter, it's all about the tournaments, which introduce new rules for this setting. The special feature here is that each player rolls the usual four dice in a tournament round, but their symbols can then be used for special maneuvers and thus consumed. There are seven general maneuvers, and each combat style offers three additional maneuvers that cause damage to the opponent, prevent damage to your character, or have other bonus effects. In addition to the execution of these battles, tournaments and their procedures are also described in more detail. It is pointed out that the tournaments often focus on one player character, so when playing with several players, care must be taken to ensure that the corresponding playing time is fairly distributed.
As is so typically the case with Fate Worlds of Adventure, the setting of Iron Street Combat is very well represented, and the idea of emulating typical computer combat games is quite intriguing. In fact, as with these games, the background of the various factions is deliberately over the top, as the focus here lies in the fights between the champions. The idea of how the tournaments are depicted in terms of rules certainly provides inspiration. Personally, however, the background and gameplay did not appeal to me, so Iron Street Combat is more of an interesting setting with intriguing ideas, but one that I did not find very playable.
(Björn Lippold)
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A dangerous case for the Blade Runners - a Mephisto review
Fiery Angels
Fiery Angels is the second case file for the Blade Runner RPG, which fits perfectly with the case file from the Starter Set, but can also be played independently. This new investigation starts directly into the plot with an interrogation. There has been an incident at the headquarters of the Wallace Corporation in which a service technician for the company has been arrested. It is now up to one of the Blade Runners to find out whether the service technician is in fact a replicant.
However, this interrogation is just the start of a larger case, which not only develops in surprising direction and surprisingly quickly, but in which the player characters also meet Blade Runner legend Ray McCoy, who is to work with them on this case. It is up to the players to shed light on the life of the service technician and pursue the investigation through several locations. In doing so, the player characters become involved in a larger case that not only continues the events from the first case file, but also confronts the player characters with a larger conspiracy, illustrious characters, and exciting situations. And, as with Blade Runner mechanics, the clock is ticking — the players have to take focused action if they want to stop the conspiracy's plot. Fiery Angels, once again, manages to incorporate some of the more profound themes of the setting regarding the nature of replicants into the plot.
Fiery Angels is a well-made case file that should ideally be played as a continuation of the case from the starter set — also because decisions from the first case may have consequences here, as they influence the behavior of recurring characters. The case is mainly defined by investigative work but also requires the players to make decisions and draw unusual conclusions, as the plot probably features some surprises for the players and their characters. At the same time, the story continues the background of the game world surrounding the new replicants of the Wallace Corporation. The level of difficulty for the characters can become particularly high towards the final scenes.
The case offers many connections to the first Blade Runner film and the 1997 computer game (Ray McCoy was the protagonist of that computer game). For my taste, these links go almost too far, giving the impression that much of the story revolves around the same places and people. For my taste, the adventure should detach itself somewhat from the setting established by the movie and go its own way.
Apart from that, Fiery Angels offers an exciting adventure that is particularly coherent with the Blade Runner background, which can keep a game group enthralled for a few game nights and is a fitting second story of the larger story arc. Also, as with Electric Dreams, this case file offers great handouts like maps, mugshot, crime scene footage and ingame documents.
(Björn Lippold)
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Not all animals are cute - a Mephisto review
Zone Compendium 3: Die, Meat eaters, die!
The third Zone Compendium presents five additional special zone sectors. This time, the focus is on a cross-over with the Genlab Alpha setting, meaning that mutated animals play a central role here, although in various forms and roles.
The first of the five locations is the rabbit kingdom of Deeproot, which introduces a new faction to the zone, as militaristic mutant rabbits have built a burrow to protect them from the carnivores like a fortification. This location offers a potential threat to the player characters and their base, which can be dealt with in a number of ways.
Blackhand's Bar is a place where the player characters can meet with other factions in a neutral atmosphere. In addition to the bar as a meeting place, this setting offers another group, the so-called Zone Riders, which can become an interesting addition to the game setting.
The Garbage Masters is another location where an animal mutant tribe, this time of toads, has settled, searching for relics of bygone times in an old garbage dump. Of course, this potential treasure trove also attracts other parties, so this setting can develop in different directions depending on the player character's involvement.
The Island of Dr. Life also introduces a team that has escaped from Genlab Alpha and offers special services on its island, which may also be targeted by enemies.
Finally, the fifth scenario, the Squirrel Wars, revolves around a forest area in which mutated dogs and mutated squirrels engage in a long conflict that can potentially be broken up by skillful player characters.
As with the other Zone Compendiums, the five locations offer interesting starting points and a variety of possibilities between social interactions and battles: whether and what role these locations play in the player characters' campaign is largely determined by their decisions. In the case of Squirrel Wars, there is a loosely defined goal that the player characters can use to resolve the situation — provided they devote themselves to this zone accordingly.
Although knowledge of Genlab Alpha is recommended in the book's introduction, the information in this Zone Compendium is sufficient to at least understand the basics of how the animal mutants got into the zone and about their background. As with all Zone Compendiums, the key question here is whether the game master needs further suggestions for special zone sectors. If this is the case, and if you want to confront the player characters with the animal mutants from Genlab Alpha, then Die, Meat eater, die! is the appropriate supplement to enrich the setting of the game with further exciting as well as bizarre facets of the zone.
(Björn Lippold)
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A (inter)mission in the countryside - a Mephisto review
Mysteries of the Manor
To accompany Halloween Horrors 2, Modiphius has released another short mission, this time under the title Mysteries of the Manor. The agents are sent out to investigate a manor in the English countryside, particularly as there are indications that the Black Sun is active in the area. The manor, called Rainthorpe Hall, is the home of Lord Dowling, an eccentric collector of antiques and other objects. The agents are tasked with infiltrating the estate, eliminating a possible threat from the Black Sun, and recovering any artifacts. If possible, they should also rescue Dowling, his family, and his servants.
The adventure revolves around the player characters working their way through the large manor room by room, eliminating the threats and stopping the Black Sun agents. The plot is not very original, but it offers a solid mission for an evening of gaming.
The link to the second Grimoire of Terror is very limited here, but the monsters from this accompanying volume can be incorporated into the mission. I found the layout of the house a little unusual, which only makes limited sense to me in some places, but even that is probably a rather insignificant detail in the context of a mission like this.
Anyone looking for a straightforward, short (inter)mission to spend an evening fighting Black Sun agents will get free game material here for a short mission between larger adventures.
(Björn Lippold)
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Monster not just for Halloween - a Mephisto review
Halloween Horrors 2 - Grimoire of Terror
Just in time for Halloween, Modiphius has released another small free supplement for Achtung! Cthulhu with several monsters with Halloween Horrors 2. Once again, the supplement features five creatures from the Achtung! Cthulhu universe, as well as a few plot ideas to use them.
The selection is varied this time. For example, the classic Djinn are thematized and incorporated into the setting. The Flying Polyp is a standard Mythos monster that was previously missing. With Grand Mere Cherie, the supplement features an unusual ghoul, while Kelpie and Redcap are two monsters from Celtic mythology that have been slightly adapted for the mythos.
The monsters are described in an interesting way and fit into the background of Achtung! Cthulhu and can therefore be used universally within the setting.
The Flying Polyp, the Djinn and Grand Mere Cherie in particular are very useful additions. In my opinion, Kelpie and Redcap as creatures of Celtic mythology do not quite fit into the Mythos setting, even if the Kelpie is interpreted here as a variant of the Deep Ones.
In addition to the double-page monster descriptions, the booklet offers ten briefly described adventure hooks for these monsters on one page, making Halloween Horrors 2 a nice addition offering interesting monsters that is also free of charge.
(Björn Lippold)
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Post apocalypse on high seas - a Mephisto review
Dead Blue Sea
The second Zone Compendium for Mutant Year Zero does not simply take players to new shores, but far out to sea. Dead Blue Sea presents a zone that is not an old city ruin, but a region on the high seas with several islands, dilapidated drilling platforms, sea fortifications, ships and the like.
After a brief introduction to the scenario, the book begins with a chapter for players. This introduces two new mutations, Cryokinesis and Human Toad, and in particular provides additional rules for playing on high seas. There are rules for swimming and drowning, a new look at weapons, as harpoon guns and rifles are more the standard, and also, of course, new projects for the Ark, which floats on water here. Some examples of boats are covered and briefly presented in terms of rules, and here too, they are usually vehicles that have been cobbled together from scrap parts. Traveling at sea is also somewhat different from exploring zones on land: there is a new skill called Navigate, which is available to Navigators (the replacement for Stalkers). One factor that plays a major role at sea is the wind, which can help sailboats reach their destination more quickly, but causes entirely different problems at storm level. Another new feature is that rot is handled differently because, unlike adventures on land, rot is mobile here and can increase and decrease in zones.
This introduction is followed by the game master's section, which begins with instructions on how to create sectors and provides corresponding random tables for wind, threat level, ruins, red, etc. It then introduces different types of ruins at sea, ranging from drifting containers to ghost ships and old oil rigs. With the new sectors come new threats, and here the book provides a number of suggestions and finds a few tie-ins to the Titan power Noatun. But the chapter is also rounded off with slave hunters, bandits and, in particular, new monsters, including extreme variants such as the Kraken.
The special zone sectors, of which several variants are described here, are more specific. There is an island with a harbor that is inhabited by slave hunters, a functioning oil field that is claimed by a Titan power, or a floating city that can significantly change the balance of power in the sector. There is also a kind of monster-filled dungeon, the ghost ship, which also has a lot of potential for players.
A few new artifacts, mainly vehicles and other things, are added, and there is a brief description of how the metaplot around Eden can also be played at sea. Dead Blue Sea is a very exciting Zone Compendium in that it changes the game significantly. Although the core concepts of Mutant Year Zero remain the same, there is a big difference between trying to survive in dilapidated, ruined cities and fighting for survival on the high seas between islands and the dangers of the ocean.
Unsurprisingly, Dead Blue Sea is reminiscent of Water World in some places, as here the mutants encounter enemies who still roam the sea with jet skis and motorboats and hunt for slaves. So if you have either exhausted the normal background of Mutant Year Zero or have an affinity for maritime themes, this is a good starting point for a campaign at sea. However, you will probably have to improvise some aspects yourself. Nevertheless, Dead Blue Sea is an exciting addition to Mutant Year Zero for those who want to experience the post-apocalypse at sea.
(Björn Lippold)
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Mutants, prophets and other monsters - a Mephisto review
Lair of the Saurians
Lair of the Saurians is the first Zone Compendium to introduce several zone sectors for Mutant Year Zero. In contrast to the Zone Sector booklets, the book offers four of these special locations. It starts with the eponymous Lair of the Saurians, a lair where lizard-like mutants hide. This is followed by the Oracle of the Silver Eye, a mysterious prophet who resides in a high-tech capsule. Seeds of Evil is structured more as a scenario than a location, even if the events are linked to an old bathhouse. The book concludes with the Family Homestead, a seemingly idyllic suburban home with a family living as they did before the catastrophe.
The book is supplemented by a few brief notes on the subject of long journeys on large-scale maps, where the relevant sectors are much more expansive, as well as a series of random tables that can be used to generate monsters.
The four settings are well-chosen and offer variety, even if there is again the variant of the local tribe being threatened by a second power, so that the player characters have to choose sides. However, the sectors that offer their dark secrets are particularly convincing. Two of the scenarios can certainly pass as horror scenarios (subtle but no less convincing). In my opinion, the rules for the long journeys and the monster generator are just accessories, but I really liked three of the four zone sectors, and they offer an exciting addition to the player characters' zone. So if you still need exciting and dangerous places in the neighborhood of the Ark, you will find several approaches here.
(Björn Lippold)
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Sink into dark secrets - a Mephisto review
Denizens of the Sinkhole
The small booklet Denizens of the Sinkhole provides an additional zone sector for Mutant Year Zero. The idea of this setting is an area where the buildings have sunk into the ground, leaving only their tops sticking out. More mysteriously, however, lush greenery grows deep down in the old streets and a peaceful, harmonious tribe has formed, which the tribes living on the roofs view with suspicion.
As is usual for such zone sectors, the booklet briefly introduces the initial situation, selected characters, and background and offers some events and ideas. In addition, the book combines all of this with a dark secret, which can present the players with exciting adventures. This makes this zone sector a great little addition if you need more zones to populate your game campaign.
(Björn Lippold)
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Another mysterious zone sector - a Mephisto review
The Doom Sphere
The Doom Sphere is a booklet that introduces another zone sector, this time revolving around a huge, spherical building where Ancients used to watch performances or competitions. But it is not without reason that this place is now called the Doom Sphere because even if secrets and treasures seem to be hidden here, this place is considered dangerous. Of course, this may be an incentive for player characters to take a closer look, and so this booklet introduces the place, its inhabitants and some of the events and conflicts that the players may become involved in.
As is common for such scenarios for Mutant Year Zero, there are starting points and story ideas provided here, but no elaborate adventure plot or defined goal for the players to achieve. How they interact with this zone sector is up to them. Even if Denizens of the Sinkhole provided a more challenging setting, in my view, this location definitely has potential for one or two gaming sessions.
(Björn Lippold)
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Per Astra Ad Aspera - a Mephisto review
Ad Astra
The campaign The Path to Eden in the core rule book of Mutant Year Zero presented the player characters with the opportunity to board a rocket to leave the devastated post-apocalyptic Earth behind. This leads to the end of the campaign and refers to a planned expansion. Now, several years after the core rule book was published, the campaign volume Ad Astra has been released, which introduces the campaign based on this escape from Earth.
The sourcebook begins with an introduction that expands on the background and metaplot of the game, sheds some light on the activities of the Titan Powers outside of Earth, and introduces other projects of these great powers. This adds a few more background details to the world of Mutant Year Zero.
Even though Ad Astra is basically designed to tie in with the campaign from the core rule book, the book provides numerous suggestions as to where the player characters can alternatively find the opportunity to travel into space. Of course, they can also theoretically start the game directly there.
The new campaign begins on the space station Jotunheim—and leads from there through half the solar system. However, moving the setting to space changes some of the game's basics. Just like the zones on Earth, space is a dangerous place and constantly harbors deadly risks. While the characters have their home base on the Ark in the basic setting, here it is their spaceship that serves as their home. However, the characters are space travelers by chance and must quickly realize that despite the seemingly high-tech setting, everything here also decays, breaks down, and can become useless.
In Ad Astra, the player characters have a central goal, as the Jotunheim station, which is their first port of call, will not be able to survive for long without their help. Starting from this initial situation, the book leads through the campaign in several chapters. Upon arriving in Jotunheim, the characters are confronted with the major problems of the space station, which is threatened with destruction. As the player characters have arrived at the station on a rocket, they are selected as suitable candidates for a space mission to save Jotunheim. But before they get started, they first have to repair an old, broken ship, which then serves as a base and vehicle for the player characters. Of course, there is a lot to discover and experience on the space station as a new setting, and so smaller missions, locations and people are introduced in the usual way of Mutant Year Zero.
The next stopovers depend on the decisions of the player characters. For example, a possible destination may be to visit the moon to procure helium-3 or to follow their primary trail towards Mars or the asteroid belt before finally heading to Jupiter for the finale.
While the start and end points of the campaign are fixed, the stations in between are flexible and offer the strange to bizarre settings typical for Mutant Year Zero, which are sometimes dark, sometimes humorous, but always have surprises in store. However, no more should be mentioned here to avoid spoilers. For the other locations, too, you will find profiles of the most important characters, descriptions of the locations, the usual overview map, and various scenario ideas that the player characters can follow. All locations offer a mixture of high-tech and decay so that the players are confronted with strange robots, alien mutants, fierce power struggles, intrigues, and more. The setting utilizes all the character types from the various Mutant Year Zero books: thus, in addition to normal humans and mutants, mutated animals and robots can also be found here as non-player characters.
The grand finale finally takes place on Jupiter, and here the player characters will once again have to make far-reaching and momentous decisions.
Basically, the campaign is well-developed and fits into the metaplot. As is usual for Mutant Year Zero, it mainly describes the situation and possibilities of the locations without offering concrete, detailed adventures with a pre-planned course. It is up to the players to decide how they want to deal with the situations.
In addition to this background, there are some new rules that deal with weightlessness in space, introduce a new role, namely the pilot, and also modify the use of skills in space. There are also a few new talents and mutations that fit the setting, as well as further rules-related information on spaceships, events in space, and, finally, space combat. Corresponding random tables provide scenario approaches, and additional equipment is also presented.
It is important for the group composition that the role of the Gearhead is actually of central importance, if not indispensable, for Ad Astra, as repairs to the spaceship or spacesuits have to be carried out time and again. The focus here is also more on the condition of the spaceship, while the resources known from Mutant Year Zero—grub and water—are no longer relevant. The equipment and the setting are much more high-tech, but here, too, the decay ensures that the post-apocalyptic flair is maintained.
The book concludes with a short tour of other locations in the solar system that play no role in the official campaign but offer hooks for additional sessions, such as Mercury, Venus, or the moons of Saturn.
Ad Astra thus offers an exciting and comprehensive campaign that should be enough for many game sessions and introduces a new setting that offers new perspectives without leaving the core ideas of Mutant Year Zero behind. The new setting also shifts the atmosphere of the game a good deal. It makes a significant difference whether you are a survivor of the apocalypse fighting for survival in ruined zones or flying your spaceship through the decaying legacy of a high-tech civilization through the solar system.
From my point of view, Ad Astra is a campaign that is well suited if the classic setting has been exhausted by the gaming group and the player characters literally want to set off for new (and quite distant) shores. The book is well-written, offers exciting and quirky ideas, and is beautifully and coherently illustrated, making it the perfect opportunity for gaming groups who intend to delve into the ruined depths of space and face new dangers and risks.
(Björn Lippold)
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Party at the end of the world - a Mephisto review
Defiant
The apocalypse is raging, but some of the powers involved have decided that they would rather enjoy life and the pleasures of a corporeal existence than contribute to the end of the world. These so-called Defiant defy the apocalypse by creating domains in individual cities that are spared the ravages of doom. Of course, the horrors of the end of the world are also trying to penetrate these domains, but the Defiant have found ways to block out these threats using apocalyptic seals. However, these seals, called Sephira, impose rules on the Defiant of the domain, forming the core of their hierarchical society that they now use to rule their cities. Meanwhile, humanity has no idea that the world outside is ending.
The Defiant are renegade Angels, rebellious Daevas, terrifying Leviathans, and escaped Infernals who, in an unusual alliance, are trying to put a stop to the apocalypse, at least locally. The angels were supposed to drive the apocalypse forward, but they have betrayed their mission because they have begun to enjoy their corporeal existence. The Daevas are the old gods who were banished to Earth and allied themselves with the angels. The titanic Leviathans existed before humanity and were supposed to bring great destruction, while the Infernals escaped hell when the walls of their prison crumbled with the onset of the end of the world. In a surprising alliance, these four groups have found a way to protect individual cities from chaos with the apocalyptic Sephira seals. However, the humans are unaware of the doom raging around them due to an effect called Carnival. However, the forces of the apocalypse are unwilling to let individual domains escape their fate, and so the so-called Horsemen are constantly trying to break through the Sephira's defenses to destroy these renegade regions.
If the background already sounds literally apocalyptic, the Defiant role-playing game differs from other dark or urban fantasy systems in many ways, be it through the background, the game mechanics, and, above all, the themes addressed in the game.
Anyone expecting Defiant to be a game in which powerful supernatural beings with epic powers battle against their truly apocalyptic opponents and thus fight against the end of the world will be surprised and probably disappointed. Those expecting lists of incredibly powerful abilities or deadly opponents will not find them here, either. And even though the apocalypse provides the background to the setting, it remains in the background. The idea of Defiant is less about fighting the apocalyptic forces and more about the player characters trying to enjoy their existence, getting caught up in intrigues and other problems, often of their own making.
Indeed, in a sense, the Defiant are the rich and beautiful, whose lives revolve around power, parties, and social interactions. The catch, however, is that the Defiant social order is complicated and divided into strict hierarchies. The so-called Royalty, the lords and ladies who rule over their courts of subordinates and courtiers, is the level at which the player characters play. This means that they are not only superior to humans, but also occupy a high position among the Defiant. However, there are other Defiant even ruling them. At the top of the hierarchy is the Hierophant, who is fused with the Sephira and is therefore the absolute ruler of the domain. Archons and Executors are subordinate to him, who take care of the day-to-day administration and ensure that the rules of the Sephira are adhered to. One level below them are the Princepses, who rule over provinces whose associated courts are run by the Royals — including the player characters.
The hierarchical society is shaped by the Sephira because, in order for the apocalyptic seals to hold and protect their domains from the forces of the apocalypse, rules set by the Sephira must be strictly adhered to — even if they can be strange, cruel, perverse or at least annoying from a human perspective. At the same time, the Defiant can never leave their cities because if they leave the protection of the Sephira behind, they will never be able to escape the apocalypse. So they have to do everything possible to keep the seals strong — and to make their existence trapped in their domains as comfortable as possible. There is no global conspiracy or organization, but each city is an individual microcosm and prison of the Defiant. However, unless the individual rules of the city's Sephira state otherwise, there is no general rule or principle that states that the Defiant must hide their true nature or abilities among mortals.
Defiant offers four basic character concepts: Angels, Daevas, Leviathans and Infernals. The Angels are renegades who have turned their backs on their intended plan. They were perfect soldiers, but the sensuality of their physical existence has corrupted them. The Daevas are ancient deities of various pantheons who have been banished to Earth, and each has an affinity with their symbolic animal. The Leviathans are titanic monsters of destruction like dragons, but with the apocalypse, they first awoke in a kind of human larval stage. The Infernals were banished to hell for their sins, but they have now escaped this terrible prison. While there are four basic types of Defiant, these are further divided into so-called houses. Each Defiant type is presented with three different houses, each with their own rules and perspectives. For example, the Daevas of House Akhto are influenced by the Aztlan gods and have a rule that the rulership changes between day and night. The infernal bloodline of House Black expects its members to have a parallel human career, as they are former Infernals of Pain. Players take on the role of Lords and Ladies among the Defiant and thus run their own court. This means that players not only work out their own character, but also the court with courtiers and domain, each of which plays an important role in the game.
The character creation itself works via cards that are distributed among the players, from which the players select cards to define their characters. There are Personal Theme Cards, House Cards, Marital Cards, Court Cards and Holding Cards. Players draw several origin-specific and generic Origin Cards, choose a House Card, and then draw Marital, Court and Holding Cards and choose from these. The origin-specific Origin Cards define the basic character type, i.e., Angel, Daeva, Leviathan or Infernal, with three variants for each type. The players then select characteristics from the card and receive questions, special rules and problems. Angels of the Ardent, for example, have a special connection to the Sephira, which shapes their questions and special rules. The questions represent special insights of the characters, which they can also use to shape scenes. For example, a Primordial Leviathan can ask what has the highest value in a scene — and the game master must answer the question. To achieve this, however, the player character must spend so-called Shards as a connection to the Sephira. The questions are less about the answers and more about bringing an aspect into play that drives the story forward and provides starting points for the players by defining certain elements the players are interested in. The other personal theme cards further differentiate the character. If a player chooses Wealth, for example, they get more special rules and questions such as “How can you buy the others?”. However, the player also has the problem that his wealth puts him in danger. The House Cards define an affiliation with a house, which binds the character to certain traditions. The Marital Cards define the character's spouse, the Court Cards the characteristics of his court and the Holding Cards important resources of his domain. Each card offers further decisions and possibilities.
There are no numerical game statistics for the characters, which is another special feature of the game mechanics. All character attributes are rather descriptive aspects. Any test, called a Challenge, starts with 3d6. Bonuses and penalties are calculated based on the character's characteristics, the opponent's weaknesses or advantages, additional help and weaknesses of the character. If a player achieves more bonuses than penalties, each bonus increases a die by one level from d6 to d8 to d10. Every 5 rolled is a success; every 1 means problems. Higher dice are, therefore, much more promising. Players can also use shards to get another d8. While 1 or 2 successes on the test are a success with a catch, 3 or even 4 successes are considerable achievements. The lower success levels have a price, the player is confronted with a decision or has a condition for the success. In addition to the Challenges, there are also Endeavors, which represent the characters' larger projects. For Endeavors, points are collected step by step with tests until the goal is reached (or missed) at some point. This means that the characters' larger projects are an integral part of the game. The rules describe in detail, using examples, when each system should be used. If a character wants to get rid of a bouncer, for example, he can simply throw him away — normal people have no chance here, so no test is necessary. If a character intends to make his domain known by staging one of his courtiers in a gladiator fight, this is a Challenge. The rules for Endeavor are used, e.g., to open a new, secret nightclub.
However, other game concepts are more important than the dice mechanisms. Each character has a partner. As marriages are a political matter, a love relationship is the exception rather than the rule. Aspects such as a competing relationship, an inappropriate partnership, or someone without the experience to run a court lay the foundation for stories. The court itself is also chosen via the cards — perhaps it is a court with competing groups, perhaps the court is actually run by a deputy — each choice can bring advantages and disadvantages. What is certain, however, is that the choice will make the game interesting. The Marital and Court Cards therefore inevitably bring non-player characters and story hooks into play.
In addition to these basic rules, the book is dedicated to the campaign structure, which is described schematically. Like a series, a campaign consists of seasons, while an episode requires 1-2 game sessions and should have two storylines. The game master is also introduced to concepts such as mirrors (characters that reflect the characteristics of the player characters) and the inevitable secrets. All these rule concepts are presented in a Basic and an Advanced variant. The Expert rules have been announced for an expansion. Depending on the variant chosen, the different concepts are more or less elaborated, which can also be reflected in the preparation time of the game sessions.
To start the game, the book provides the Bridgewood Boulevard province as a setting, including characters, courts, intrigues, secrets, and starting points. Two elaborate scenarios provide an introduction and show typical stories for Defiant.
The illustrations, created from modified stock photos and with a consistent style, emphasize what Defiant is all about. This is about playing superhuman characters who are the rich, beautiful and powerful of the city on the one hand, and tangled up in secrets, projects, and intrigue on the other. The fact that the illustration shows a lot of skin and lingerie underlines the focus of the game.
With the courts of the player characters and their spouses alone, the setting provides dozens of starting points for stories that can simply develop through the player characters. Defiant could be described as an urban fantasy soap opera because sex, jealousy, revenge, and envy are at the heart of the game. In the examples, texts and images, the combat scenarios so typical of role-playing games hardly play a role, while the game is about seduction, parties (and the odd orgy) and seeing and being seen.
A practical feature for game master is that the electronic version of the rulebook comes with a whole arsenal of documents. In addition to the extensive rulebook, which is available twice in an additional form optimized for eBook readers, there are mini rulebooks and overview pages to keep an eye on the most important concepts or to give to the players. The disadvantage is that you may have to print out the cards for character generation.
Defiant is a fascinating game, precisely because it takes a different approach to other role-playing games in many areas. Of course, concepts such as themes from the World of Darkness or aspects and mechanisms from Powered by the Apocalypse or Fate are also reflected here, but it is the consistent approach of focusing the game on interpersonal interactions and creating an urban fantasy soap opera with sex and intrigue that makes Defiant special. The court and partnerships give players more than just a single character to focus on, and with the ideas on the cards, they can be in for some interesting times. Defiant is not a game for every gaming group. If you want to level up your character, need defined skills and powers, and are hoping for battles with the apocalyptic Horsemen, you are in the wrong place. However, if you aim to rule over a court in a world of decadent Angels, Daevas, Leviathans and Infernals, let off steam in intrigues and personal projects, and focus on social interactions, you will find a fitting system here. And unsurprisingly, the game introduces standard safe-play mechanisms such as Lines and Veils and the X-Card and sees these as necessary game elements.
Even though Defiant will need the right group of players to work, the authors have created a system and a game world here that breaks new and exciting ground. With the dice mechanism and the inevitable entanglements of your own court, Defiant has, in my opinion, enormous narrative potential (given the right players). The illustrations match the setting and convey a coherent style. The book presents its concepts in detail and takes a lot of time to teach the game master the necessary tricks. Only the structure of the book is not always ideal, in my opinion, as the background, rules, and gameplay sometimes mix too much — but the additional handouts help you understand the unusual concepts.
So if you're looking for an urban fantasy soap about fallen angels, ancient deities, monstrous creatures, and escaped beings from hell whose existence revolves around parties and intrigue and who rule over a small court, you will find the right game here. In short, it's more about social interaction than combat or quests. And for those who are still unsure, Defiant Awakening is a free starter pack to take a closer look at the system and setting. Even though only Angels and Daeva are introduced here, this book provides a good first insight.
(Björn Lippold)
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From monsters to characters and back again - a Mephisto review
Sabbat: The Black Hand
If there is one sourcebook for Vampire V5 that is at best controversial in current discussions, it is Sabbat: The Black Hand. As with other books and concepts in the fifth edition, this sect is significantly changed regarding systems and background. In some respects, the game returns to its beginnings. If you look at how the Sabbat as one of the major sects in Vampire: The Masquerade has developed over the editions since the beginning, you can see that the sect has been slightly reinterpreted with each edition.
In the first edition, the Sabbat or the Black Hand was only touched on as a horror story to scare player characters, where you learn little more than that Sabbat vampires are evil and dangerous. The second edition of Vampire went a significant step further in this respect, with the Player's Guide to the Sabbat not only introducing this sect, but also making it playable. By the third edition, at the latest, Sabbat vampires were integrated into the setting on an equal footing with Camarilla vampires. The background of the Sabbat was expanded further and further, becoming more and more complex with concepts such as the Black Hand sub-sect, which then became entangled with entirely different power groups and metaplot intrigues. As in the first edition, for Vampire V5, the term Black Hand became again just an alternative name for the Sabbat and no longer a sub-sect in its own right.
But back to the current edition: A lot has happened in the Vampire V5 timeline lately. Thanks to the Beckoning, the elder vampires are moving to other places, apparently to take part in the Gehenna War. This development has also affected the Sabbat. In addition, the Lasombra clan has surprisingly left the sect and joined the Camarilla, at least as far as the influential members are concerned. As a result of these changes, the Sabbat has lost many of its domains, and indeed, most of the sect's vampires are drawn to the sites of the Gehenna War. While the Sabbat once had organized cities under its control, these domains now serve at best as temporary bases to find resources, especially new vampires and food. Cities that are permanently controlled by the Sabbat are practically non-existent, as the sect's vampires are constantly on the move.
The mentality and organization of the Sabbat are also redefined in this book. While the earlier version of the Sabbat still had complex hierarchical structures from the Regent down to individual packs, in the new edition, the pack (the counterpart to the coterie), is the only relevant form of organization. The Sabbat therefore operates in groups of a few vampires who work together, led by the so-called Priest. Here, too, there is a simplification in that the dual role of leadership within the pack has been reduced to one person. As the Pack Priest is now also the leader, all packs focus on a common path of revelation (see below).
Although formal titles such as Bishop and Archbishop still exist, and even the Regent is still mentioned as a title, these positions are vaguely outlined and, in some cases, not filled at all. Another innovation is the importance the book places on the paths of enlightenment. Since the actions of Sabbat vampires cannot be reconciled with humanity, the paths, as inhuman moral codes, are supposed to keep the beast in check for Sabbat vampires. While the paths have always been an important aspect of the rules for Sabbat vampires, their significance will be further adjusted for Vampire V5.
The existing paths are reduced to significantly fewer options, and a path that is popular among the thin-blooded is newly introduced. A significant change is, however, that within packs, all members generally follow a common path that influences their actions. While the Cathari are hedonistic seducers, the followers of the Path of Caine appear as diableristic lone wolves. In fact, the paths, and therefore the vampires that follow them, are described in a much more inhuman way, so you get the feeling that these vampires can barely interact with humans. This is toned down a little in the later chapters. For each path, it is indicated how it behaves in encounters with player characters, i.e., how the corresponding packs of the path behave during preparatory scouting, during a full siege, or when dominating a domain. There are also several profiles for characters.
What is also special is that Sabbat vampires define themselves almost exclusively by their path, and clans play no role in the Sabbat, as belonging to a clan represents a connection to the hated Antediluvians. In fact, the Sabbat's main mission is to destroy the treacherous Antediluvians to gain the favor of Caine, whom they see as the perfect vampire. Sabbat: The Black Hand devotes a lot of space to the question of how Sabbat vampires think and how they differ from regular vampires in that they are much more inhuman. My impression is that the book not only tries to bring these aspects closer to the reader by repeating them over and over again, but also likes to use the same formulations and images, such as the comparison to sharks.
Sabbat: The Black Hand is clearly designed as a game master resource. This means that the new version of the book in no way envisages players taking on the role of Sabbat vampires, but clearly makes them non-player characters. Accordingly, while the paths are described in terms of their ideas and alignments, they are not backed up with rule mechanics to replace the regular system of humanity.
The only rule material is some additions to the discipline powers, which, depending on their disposition, might also be suitable for Camarilla or Anarch vampires, but on the other hand, often use dark powers that would endanger the humanity of the player characters accordingly. The new discipline powers only take up eight pages of the book. This is followed by the so-called Ritae, which were already present in previous editions of the book. These rites describe the various practices of the Sabbat, from the Vaulderie, i.e., the communal blood blond of a pack, to the creation rites and the like. These sections also contain a brief hint on how to incorporate these rites into your chronicle, but do not include any rule mechanisms. The player characters should either only witness these rites or have to deal with their effects. This means that the rites provide interesting descriptions but have an entirely different significance than they had in the days when player characters could play Sabbat vampires. The various titles of the sect are also touched on, and some illustrious personalities are mentioned in very short sections, whereby at least some signature characters of the earlier editions are mentioned here.
It is not until late in the book that it finally turns to the Gehenna War, and it is only at this point in the book that the history of the Sabbat's origins and some of its background are explained. The book also takes a look at several regions, such as Mexico City, Brazil, Russia, the Maghreb states, and Alamut in the form of in-game texts. However, these descriptions are presented in such a way that, at best, they convey a mood but, in no case, any concrete information. Anyone hoping for answers about the Gehenna War will learn nothing essential.
There is a storyteller chapter at the end, where various elements are described for incorporating the Sabbat into a chronicle, be it as a siege or as an infiltration of the sect. In addition, some narrative techniques are explained, as well as some approaches to combining the Sabbat with the Second Inquisition, for example. These different techniques and elements provide a few more ideas for incorporating the Sabbat into the game. Again, I felt the book was a little inconsistent, as in many places, Sabbat vampires are described as not being able to really interact with vampires or humans at all. However, the scenario in which Sabbat vampires infiltrate the city and try to convert other vampires to their cause is, in my view, a much more fitting approach for Vampire than the combat-oriented sieges.
That the Sabbat sourcebook will divide opinion is probably an understatement. On the one hand, the book chooses an interesting way to simplify the sect and consistently develop it further. The new Sabbat bears much less resemblance to the Camarilla. The more nomadic packs that only occasionally take over cities and devote all their attention to the Gehenna War fit the Sabbat's alignment, even if this transformation comes relatively suddenly and is not really described or explained in detail. Nevertheless, the whole background of these vampires facing off against the Antediluvians, whom they see as a dangerous threat, is quite coherent.
On the other hand, players will be put off by the fact that, after many years in which Sabbat vampires were a game option, this possibility has been censored out because Sabbat vampires are suddenly too strange or dark for players. Of course, Sabbat campaigns have always run the risk of degenerating into violent splatter orgies. However, the third edition sourcebooks in particular have shown perspectives on playing the Sabbat as an exciting, intriguing, and dangerous sect. And indeed, the concept of the Sabbat vampires facing off against the overpowering ancestors and Antediluvians is also a coherent option for player vampires. On the other hand, it can, of course, be argued that the Sabbat vampires here (as in the first edition) should appear as mysterious opponents who are not available to players in order to create a counterpoint.
Of course, this means that the usual information on clans, disciplines, etc. falls by the wayside, as this is not a playable option. So anyone hoping for the so-called anti-clans and their disciplines will be disappointed. In fact, clans no longer play a role in the Sabbat, which is a very intriguing approach and a plausible interpretation of this sect. While I think that those who really want to play Sabbat vampires should be able to find their own way from the existing material or, if need be, resort to alternative supplements in the Storyteller's Vault, this limitation is still what did not convince me about the book. While there is a strong attempt to emphasize the perspective and strangeness of the Sabbat vampires, the book often remains extremely vague otherwise. Neither the development that led to the disappearance of the Lasombra and the complete reorganization of this sect is described, nor do we really learn anything concrete about the Gehenna War. Of course, it can be argued that this keeps secrets for which each Storyteller can find their own truth, but this leaves the material vague at best and could have been summarized even shorter than the 130 pages. I could have done without dozens of example profiles for Sabbat vampires, for example.
In short, I think Sabbat: The Black Hand offers some very exciting approaches. The new Sabbat stands out because it is clearly different from the Camarilla and the Anarch sects, and thus provides a consistent alternative. However, I find it lacking in usable material for the chronicle, and the fact that the Sabbat is primarily dedicated to the hotspots of the Gehenna War and otherwise only gives minor and short-term importance to Anarch and Camarilla cities makes it much more irrelevant as a threat. Sabbat: The Black Hand thus offers a few interesting ideas, but often remains too vague and is therefore not an essential sourcebook. Players hoping for a playable sect or expecting further metaplot elements similar to Cult of the Blood Gods to appear will definitely not enjoy this new form of sect. In the end, the book remains dispensable in my view and only relevant for a few gaming groups.
(Björn Lippold)
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Resist the Mythos - a Mephisto review
Vive La Resistance
The resistance movements in World War 2 are the subject of the sourcebook Vive la Résistance!, which opens up new character options, opponents, allies, and game scenarios for Achtung! Cthulhu. The book begins with a brief introduction to the world of Achtung! Cthulhu, which is redundant to the basic rule book. It then introduces the thematic background of the resistance movements. In doing so, the book presents resistance fighters as potentially heroic characters who are heavily outmatched by their opponents, but also points out that this background includes sensitive issues of real war topics. Therefore, the usual security mechanisms at the gaming table, such as lines and veils, are also briefly introduced here.
The first chapter provides a concise outline of the resistance movements during the World War 2. While the focus here is on France, Poland, Yugoslavia, the Netherlands, but also Germany and Italy are referenced. In its condensed form, this chapter provides a quick overview of the respective resistance movements and their development, but mainly touches on names, a few dates, and some basic information.
The following chapter on character creation is more detailed: With Assassin, Resistance Leader, Saboteur, and more, there are five new archetypes that can be combined with additional backgrounds and characteristics. In addition, there are further talents, so that the character options (including regular character creation) are generally expanded. Accordingly, the following chapter introduces new enemies and allies — both in the form of selected individual characters and archetype templates.
Demons, which may only be manifestations of the mythos or possibly something else entirely, are given a special place here. These entities are also taken up in the magic chapter, which introduces the new magic school of Demonology with various spells. These can be used to summon demons or unleash demonic powers.
There is also a chapter on equipment, which contains both everyday items and unusual, experimental equipment. To provide the game master with material, there are tables that can be used to roll dice and add details to missions. There are also five specific locations that can serve as a backdrop for missions, consisting of a hook, maps, and options for secondary objectives or complications. From a gala in a museum to an attack on a train station, these missions cover a broad spectrum.
Vive la Résistance! primarily expands the character backgrounds with additional options and a slightly different style of play. In addition, Demonology adds an unusual branch of magic. Enemies, allies, and missions also provide the game master with a toolbox. Vive la Résistance! can also be a good addition to the game if you do not want to shift the focus to resistance movements but use the additional material for regular agents. In fact, the Resistance setting feels more removed from the Mythos and focuses more on the war theme, as the main focus here seems to be against the invaders and only secondarily against the Mythos.
Opinions will also disagree on Demonology. On the one hand, this type of magic opens up more possibilities for the player characters, but on the other hand, classic demons do not fit in well with the cosmic horror of the Mythos. My impression here is that the intention was to give the resistance fighters a magical weapon without having to use the same corrupt Mythos powers as their opponents. I find this approach a bit black and white, also because the demons are portrayed purely as magical tools and not as corrupting evil.
The characters are also portrayed in a somewhat clichéd way and, for example, like to make use of the image of the attractive young French woman (either heavily armed or as a femme fatale in an evening dress).
Anyone who likes the new pulp approach of Achtung! Cthulhu will probably find these elements coherent, and also overlook the fact that the real oppression of the civilian population by fascist regimes during World War 2 is the subject of the game, which is certainly not for everyone's taste.
(Björn Lippold)
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Mythos and war in the Pacific - a Mephisto review
Operation Talisman
Operation Talisman leaves the theater of war in Europe behind and leads agents of Majestic into the war into the Pacific in 1942. In the Philippines, the Americans are retreating from the Japanese invasion. However, rumors of unnatural attacks and supernatural shockwaves make it necessary to infiltrate enemy territory with a small team during the ongoing retreat in order to gather information and — if possible — recover artifacts. The agents for this mission are available as ready-made player characters who are well integrated into the setting and have to get behind enemy lines and gather information on their own. In addition to the dangers posed by the jungle and enemy patrols, it soon becomes clear that sinister forces are indeed at work…
Operation Talisman shifts the setting of Achtung! Cthulhu to the Pacific and places Majestic agents in the foreground, so that the ready-made characters can be helpful here. The characters face a tough expedition that confronts them with the dangers and horrors of war until they uncover the cthulhoid conspiracy. The challenge for the players is to decide when it is better to just gather information and when they should intervene, as the enemy forces outnumber them.
Operation Talisman offers an action-packed adventure that also addresses critical issues such as war crimes against the civilian population, bringing real war atrocities to the gaming table. Players also have to decide when to observe and when to intervene, which can change the adventure considerably. Apart from that, Operation Talisman revolves around a classic, tough operation against the forces of the Mythos in World War 2.
(Björn Lippold)
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