Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Wednesday, November 10, 2021

Review: Dark Streets & Darker Secrets

Dark Streets & Darker Secrets
Dark Streets & Darker Secrets has been on my "To Be Reviewed" pile for a very long time.  I grabbed the PDF when it came out, but set it aside for the longest time because I was working on a bunch of other things and didn't get the chance.  I picked it back up and really enjoyed it. So much so I also picked it up in hardcover Print on Demand.  

A couple of things though to get started.  Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game based on old-school style mechanics. I also have a modern occult horror game based on old-school style mechanics.  So I am aware that any criticism I might lay on this game could come off as sounding self-serving. I want to always be aware of this and have you the reader keep this in mind as you read my review here.  Also the author, Diogo Nogueira, also lists the Buffy the Vampire Slayer RPG from Eden as one of his inspirations.  This game was also Jason Vey's and my inspiration for NIGHT SHIFT.  Jason and I met while working on Buffy.  NIGHT SHIFT was designed to fit "the Buffy shaped hole" in our lives as I have said before.  So both games come from very, very similar backgrounds with very, very similar goals.  That all being said, DS&DS is NOT in competition with NIGHT SHIFT.  Nor is Diogo a competitor.  I consider him a colleague.   Both Dark Streets & Darker Secrets and NIGHT SHIFT can, and do, live on my shelves and game table in complete peace with each other.  I am going to spend some time tomorrow talking about how both games (and two more) can be used together.   Today though I am going to talk about where DS&DS shines (is that the proper word for a "dark" game?) and what it does. 

So let's get to it.

Dark Streets & Darker Secrets

by Diogo Nogueira.  222 pages, hardcover. Color cover with black and white interior art.  For this review, I am considering both the PDF and the Print on Demand hardcovers from DriveThruRPG. 

Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game from ENnie Award winner Diogo Nogueira. The book is digest size so it fit well with many "old school" style books of the last 10 years.  It not only fits on the shelf physically but thematically as well.  The game is based on Nogueira's earlier works Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells, so out of the gate there are more resources for this game if you desire.

The game itself is a gritty, modern occult/supernatural horror game.  The normal humans are just slightly above average for the most part and the monsters are way more powerful.  Immediately I thought of it as a bit of Chill mixed in with Kult. The feel is very much "humanity alone against the darkness."

The book is laid out in eight chapters with some appendices.

Chapter 1: Introduction  

This chapter covers the basics of what is in the book.  

Chapter 2: Character Creation  

If you have played any old-school-like game in the last 45+ years you have an idea what this chapter is about.  The differences here fit the tone of the game.  Character attributes are rolled using a 2d6+3 (not a 3d6 or even 4d6 drop the lowest), this creates a narrower band of character attributes, 5-15 but still on the same human range of 3-18.  There is a chance to increase these later on.  The attribute themselves are a simplified version of the Basic 6; Physique (combining Strength and Constitution), Agility (Dexterity), Intellect (Intelligence), and Willpower (Wisdom and Charisma).   Once those are done you create a character concept which is a basic couple word description and not a backstory.

After this, it is time to choose the Archetype or essentially the class of the character.  They are The Tough, The Nimble, The Smart, and The Gifted.  These align with the attributes above. The Gifted is special in that you can be a spell-caster or even a supernatural creature like a vampire, werewolf, or even an alien.  Each archetype also gets a "recovery roll" which decides how quick they can bounce back from injury. 

Since this is a gritty sort of universe all characters have a complication. These can come into play in the game to keep things "difficult and exciting" for the characters.  It includes a d66 table (roll 2d6 and use the rolls like d%.  Traveller people know this one well). 

Then you pick out some gear. If it is mundane gear you have it. You also get some weapons and "weird" gear. These are detailed in the next chapter.

Finally, we have derived scores. Vitality (Physique + Level) are your "hit points."   Sanity, or mental stability, is equal to your Intellect.  Now I have mentioned before I do not like how many games handle insanity or madness.  Sadly this game is not an exception.  I spent a few years working in a mental health facility back when I was in grad school.  There is no relationship between intelligence and mental health.  In fact, I had one guy who was schizophrenic and could speak 3 or 4 languages including German and Swahili. He learned I also spoke German and would use that when he wanted to talk about the other clients "in secret" to me. So yeah. I am not really a fan of this one. I'd rather roll a 2d6 and then add a bonus from Willpower (and maybe Intellect) to get my Sanity score.   There is also Luck points which are like fate points or drama points (everyone starts with 3) and Money.

Chapter 3: Gear  

Covers mundane gear, expendable gear (like ammunition and things that wear out) and even some weird gear.   Weird items are the best part.  Every character has one weird item they start off with.  This is easily explainable either they found it and thus introduced to the weirder world OR they have always had it and the world is waiting for them.  There is a d100 table that covers a bunch of different sorts of items.  Note, we just get the names of the items, what they do will be discovered in-game. 

Additionally, drugs, services, illegal goods, and money points (abstraction of money carried) are also dealt with. 

Chapter 4: Rules of the City  

Here are our basic rules for the game.  Everything is an attribute check (roll under your attribute modified by level and difficulty).  There are some neat quirks.  There is an advantage/disadvantage system here called Positive and Negative rolls. Rolling on your attribute is considered a critical success. You roll lower than your attribute to succeed, BUT higher than the difficulty.  So if something has a difficulty of 8 and my attribute is 12 I have to roll a 12 or lower BUT also higher than an 8. So only rolls of 9, 10, 11, and 12 will get me a success. 

Players can add a Luck roll to their challenges. This is not a matter of just adding points. You have to roll a d6. If it is equal to or lower than their luck score then you get to make a situation more favorable. 

This chapter also covers sanity and madness. You lose Sanity if you encounter something strange and fail a Willpower test. Difficulty set by the situation. Points lost also can vary. When the character's Sanit score reaches 0 then they get a Madness.   Thankfully there is no list of "madnesses" here.  Most game designers get these horribly wrong anyways.  In game you get a minor "quirk" on your first loss.  If you suffer 4 losses then the character has succumbed to madness and can't be played. 

Level advancement is a form of Milestone advancement that looks like it should work rather well.  Again individual GMs can (and should) alter this to fit their needs. 

Chapter 5: Combat  

Like many RPGs combat gets a special chapter even if it is just a particular form of the rules stated above.  But if one is going to fight the armies of darkness then one is expected to actually fight.  Reading through this you get the idea that yes the characters can be tough. You also get the idea that the things they are fighting are a lot tougher.  While there are a few ways the players can save their character's bacon, there are still a lot of grisly ways to die in this game. 

Chapter 6: Sorcery and Psychic Powers  

Ah, now this is the meat of the game in my mind. A Gifted character can be a sorcerer, a witch, a psychic or some other type of creature.  Their powers and how to use them are detailed here.  Regardless of the origin or the nature of the powers, game-wise they are treated in similar manners, the difference largely being different Backlash tables.  How they are played can vary wildly.   I mentioned that this is grittier game than one would see in say a Buffy-like game. The previously mentioned Backlash is one and Corruption is another.  These include simple things like a "witch's mark" to changes to one's body and mind or just getting pulled right into the Abyss.  Pro-tip, don't botch your rolls.

A very nice (and long) list of powers is given with their effects.  While the list is long (60 entries) it is not exhaustive. 

Additionally, Arcane artifacts are covered. How they are made, what they do, powers, cost (to make AND to use), and some samples.

Chapter 7: Running the Game  

This covers the world of DS&DS.  There is a bias (is that the right word? Preference is better) to an urbane game.  Thus the title really.  Outside of this there is no set theme or even setting. This would be a sandbox game if it were a FRPG. What we do get here is a ton of tables full of ideas for a a game, campaign, or an entire world. 

Chapter 8: Monsters  

Our Monster chapter differs from other games in that there is not a bestiary here per se, but example creatures and the means to make others of a similar nature.  So for example there is a Cultis section that covers some sample cultists from 1-3 HD to demon-possessed leaders of 4-8 HD.  This includes a table of "What are They Doing?" and "What do They Want?"  A very effective means of repurposing content.  The more powerful the creature the more detail they need obviously, but there is not a lot of detail in most cases.  This works well here since the players (mostly the GM) provide all the details.  There are powers listed for random creatures as well.

Appendix O: Optional Rules 

Here are a group of optional rules you can add to your game. Things like Drunken Luck, Daring Points, Single Hero games and Multi-Archetype (Multi-Class) Characters. 

Appendix I: Inspirational Materials  

Covers the various books, movies, TV Shows, and other RPGs for inspiration. 

Appendix S: Simple Scenario Structure  

This discusses how to build a quick scenario and an example.

We end with a Character Sheet (and a Form Fillable one is provided with the PDF) and the OGL statement.  I do feel the need to point out that Nogueira has released this game as 100% Open Gaming Content.

Dark Streets & Darker Secrets certainly lives up to the hype and has a lot going for it.  If you have a world already in your mind and just need a system to flesh it out then this is a great choice for you.  In this respect, it is very similar to old-school D&D. No default world type, just the tools to play in the world of your imagination with some assumptions built-in. 

If you are looking for huge meta-plotting like the World of Darkness or even the baked-in mythology of Buffy the Vampire Slayer you find that here, which is refreshing. The players all have maximum flexibility to do what they want and that is the key strength of this game.

Dark Streets and Colorful Sheets


Friday, November 5, 2021

Chromatic Dungeons, Part 4 Final Thoughts and Wrap-up

Chromatic Dungeons
Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

I am ending my week (or so) with Chromatic Dungeons today. It has been a real treat going through this game.  There is a feeling here of the first time I went through the AD&D 1st Ed Player's Handbook in terms of the potential I feel for my games.  There are some really great ideas here I plan to use, either running a CD game or adopting them for my other Old-School games.

Ancestry & Heritage

Along with such products such as Ancestry & Culture: An Alternative to Race in 5e from Arcanist Press and the new material in Pathfinder 2e, this is the way all games are going to move towards. I could go into the racist history of why "race" was originally used starting with examples from the Victorian age and moving on to practices in educational and biological "research" but the truth is the people that are least likely to change are also the most likely to ignore all of that. So what's the point.  I don't teach fish to read and I don't try to talk to people who have their minds made up.  I am convinced that we will see this in D&D 5.5/5r and it will soon migrate to other, even old-school, games.

I am likely to give it a try in my OSE-Advanced games. I would likely tweak it a bit more to fit my needs a little better.

No Alignments for Sentient Humanoids

Again, this is a sea-change in many games.  I have no issues with it at all.  I have had good orcs for years, and a lot of mostly neutral ones, and scores of completely evil ones.  Yes, yes, insert Tolkien arguments here...BUT as much as I adore the Professor and his works, he is not my DM.  Neither is Gygax, or Arneson, nor any others.  I get to decide what my world does or does not do.  Goblins are already all over the place in regards to alignment for me, I am even getting to a place where Drow might not all be evil. Yes the vast, vast majority of them are demon-worshiping sadists. But not all of them.  Interestingly enough, the one humanoid I have always seen as Always Evil are Gnolls.  Something the Gnoll Sage line rejects. 

Again there are things going on here that are just on paper that I have been doing (and posting about here) forever.

Which Witch to Use?

This is my blog so I want to talk about which witch I would use with this RPG.  Design-wise Chromatic Dungeons can be used with just about every or any version of D&D or clones thereof.  So by that logic, any of my witch books should work fine.  But some work better than others, to be honest.

Chromatic Witches

Given when my Chromatic Dungeons books came in the mail I also got my new Pumpkin Spice Witch mini with some Candy Corn Dice.   So I have always felt that my Pumpkin Spice Witch book for Advanced Labyrinth Lord would be perfect.

Chromatic Pumpkin Spice Witch

Rule wise the Classical Witch or Amazon Witch is a better choice. But in any case, if you are playing CD then use the XP values in the CD books and the powers from whichever book you choose.

Personally, I like the idea of Fleabag coming into a "Home, Hearth & Heart" and having a conversation with Becky my Pumpkin Spice Witch.  She would offer them a PSL (though I see Fleabag more as an herbal tea drinker) and go on about their fur ("It looks so soft! Do you use conditioner? We have one here that I LOVE, it's on the house! Wait, you are not allergic to lavender are you?") and have a nice conversation about witches in the world.

In true Chromatic Dungeons fashion though I think there should be a coven with a witch from every Tradition I have represented.  So Pumpkin Spice, White, Green, Classical, Amazon, MaraAiséiligh, Winter, Faerie, Aquarian, Maleficia, Hedge, and Pagan.  That would be a lot of fun.  Not sure how they would all get along though.  Chromatic coven to be sure.

Pumpkin Spice Witch


Thursday, November 4, 2021

Review: Chromatic Dungeons, Part 3 The Gnoll Sage

Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

Heading into the last of my three-part series on Izegrim Creations' Chromatic Dungeons game.  Today I want to review the first 5 issues of their Zine-like publication The Gnoll Sage.  What it adds to Chromatic Dungeons and what you can get out of these even if you are not a Chromatic Dungeons player.

The Gnoll Sage, #1 to #5

The Gnoll Sage

For this review, I am considering the PDFs from DriveThruRPG as well as the printed, digest-sized, soft-covers I received via Kickstarter.

Each book is 24 or so pages with Issue #5 coming in at 42 pages.  Color covers and black and white interiors. Each one is released under the OGL so a couple of pages go to the license statement.

On the surface, there is a strong influence from Dragon magazine, but not in the way say Gygax magazine tried to do.  The influence here is easily one of someone that had read and grown up on Dragon and wanted to recreate the feeling rather than the actual layout.  It serves The Gnoll Sage (TGS) well.  

The unifying thread through all these issues is the involvement of "Fleabag" the eponymous Gnoll Sage.  Not Phoebe Waller-Bridge (but that would be hilarious) but an intelligent, erudite, be-spectacled, and maybe a bit of a pacifist, Gnoll who presents topics from the issue/zine from their point of view.  I personally rather like it.  It fits well into the idea that no humanoid race in Chromatic Dungeons has a default alignment.  The funny part, for me at any rate, is I have often agreed with this idea on my blog EXCEPT for Gnolls.  Maybe I'll give Fleabag a try anyway.

Each zine has a main feature, usually depicted on the cover, and other details like some magic items, equipment, spells, and so on.  There is a comic section reminiscent of "Dragon Mirth" as well.  There is an editorial in each issue talking about the issue and what might be coming next. 

The material presented in each issue is overtly for the Chromatic Dungeons game, but it is all written in such a way, with extra notes when needed, that it can be used with just about any 80s or 90s versions of *D&D or any clone that emulates them.  In particular, I felt they would be very handy to use with B/X D&D or Old-School Essentials. 

The Gnoll Sage #1
The Gnoll Sage #1

The first issue details the Mrav Covjecka, a group of insectoid/humanoid hybrids that need humanoid blood to nurse their brood. We get an "Ecology of" article as told to us by Fleabag. A monster statblock that can be used by any d20 based game including D&D 5. 

There is also a brief adventure featuring the new monsters.  There is the humor section, some new magic items, some NPCs you can meet, a section of new spells and upcoming topics in future books. 

There is also the OGL statement at the end.


The Gnoll Sage #2
The Gnoll Sage #2

In this second issue we are given the Animist class which is designed to replace classes like "the Witch doctor" or Shaman or even "Spirit Guide."  This is a good thing since the term Animist encapsulates all of these ideas. It is a divine spellcaster in Chromatic Dungeons terms, but can easily be ported over to any other D&D/Clone.  It could also be tweaked and added to D&D 5 if you like.  The class and all it's powers take up 18 of the zine's 28 pages.  I have not played it yet but it looks pretty solid.

The remainder of the book is given over to humor, the look forward, and a copy of the OGL.


The Gnoll Sage #3
The Gnoll Sage #3

The third issue of The Gnoll Sage gives us the ecology of a monster introduced in the Chromatic Dungeons hardcover, the Mushropod. In the Ecology Of article, we get more details from our Gnoll on the Scene, Fleabag as they let us know what they have uncovered about the sentient mushrooms.  Again the stat block reminds me of a 5e one, but everything here lends itself well to use of any 20th century D&D or clone.

There is a very brief adventure featuring these guys, some humor, three new magic items, some new NPCs, and a new spell. We end with the State of the Business note from Waibel where he mentions his Rise of Authur project.  If you follow him at all online now (late Fall 2021) you have seen the characters he has been working on. 


The Gnoll Sage #4
The Gnoll Sage #4

Now here is one I was quite excited for.  This issue introduces us to the Psionist class for Chromatic Dungeons or any other clone.  We start with some fluff with Fleabag and the aftermath of the Mushropod attack from the last issue. Fleabag describes a unique "spellcaster" they had met who what not a spellcaster at all. We then get into the class proper.  Now I am very particular about my psychic and psionic using classes. Even to the point where I have a preferred term (it's "psychic" btw) and I need them to be very different than my spell-using classes. Also if their powers can be built up over time with disciplines, then all the better.  This class satisfies two of those three. The class is flexible to use just about anywhere and easy to introduce. In fact, with the most minor of tweaks, a 5th Edition class can be found here. The psionist can choose one of three disciplines; Psychometabolism, Telekinesis, and Telepathy.  There are powers with each one and they grow as the character levels up. 

We also get an ersatz Mind Flayer in the Mind Eater and some comics.  In the State of the Business, we learn this was the last issue of the original four set, with issue #5 coming as a stretch goal.


The Gnoll Sage #5
The Gnoll Sage #5

This issue is the last of the Kickstarter issues and also the largest so far at 42 pages.  This issue covers the Ecology of the Orc and sets out to challenge our notions, or at least stereotypes of orcs.  This is introduced in the starting fiction with Fleabag challenging the party to think about what sorts of orcs they might be dealing with.  What follows is a very long Ecology Of and details of seven very different Orc clans.  

In the Ecology Of we learn the basic structure of an orc clan including numbers, leadership, and organization.  What follows are descriptions of seven example clans.  They are, briefly: Small Clans are the various orc clans represented in pretty much all other RPGs.  The Iron Shield Clan, a group of orcs more interested in making weapons, and selling them, than using them. Yellow Fang, a group of plains orcs that wear the skins of their enemies as clothing. Chaka Plains orcs are not pacifists per see, but understand the value of life and death and respect it. Meet them peacefully and you will be respected, meet them with violence and they will happily escort you to your next life. There are the sea-faring orc pirates and privateers of the Red Sails, but they only attack the wealthiest of ships.  There are the imperialistic and arrogant orcs of the Baildan Daguulalt (Empire) that combine the best, and worst, characteristics of Imperialisy Britain and the Roman Empire. They are brilliant and utterly convinced of their own superiority, in fact they made the cover.  Finally the orcs of the Silver Glacier might be the most dangerous of all these clans. 

That is a lot! There are still a couple of magic items, some comics, new spells, and some hints about the next issue and a new class The Commander.

Each issue runs for $5.00 for the PDF and $6.00 for the print or print/PDF combination. 

Their digest size makes me think they will fit in well with the newest versions of Old-School Essentials or Swords & Wizardry. So even if you don't play the Chromatic Dungeons game, these are still great resources.

Wednesday, November 3, 2021

Review: Chromatic Dungeons, Part 2 "Advanced" Rules

Chromatic Dungeons RPG

Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

Today I want to cover the big game in the Chromatic Dungeons line.  I call it the "Advanced" game, but the name on the cover is just Chromatic Dungeons RPG.

Note.  I do want to point out that nowhere in the game nor in any online conversation has Roderic Waibel or Izegrim Creations called these rules "Advanced."  This is just what I am calling them to differentiate them from the Basic Rules.

Again for this review, I am considering the hardcover I got as a Kickstarter Backer and the PDF from DriveThruRPG.

Note 2: I'll make allusions to the Basic game here.  This is only to describe how these rules go above and beyond the basic rules.  At no point in these rules did I see something that had you refer to the Basic rules for more details.  This rulebook is complete on its own.

Chromatic Dungeons RPG

330 pages, hardcover, color cover art, black & white interior art.

If the Basic Game was meant to invoke feelings of the 1981 Moldvay Basic set then this book is clearly influenced by the earlier AD&D 1st Edition core rules. It is a hardcover for starters, larger, and provides more details for playing a CD game.

The rules are largely in line with and much more compatible with each other than say Basic D&D was to AD&D.  This is one of the biggest reasons I was excited about this particular game.  Back in the day we played D&D and AD&D interchangeably and tried to deal with the rule contradictions the very best we could.  Here those contradictions do not exist except in the way that specific rules override general ones.  Characters are more detailed, as are spells, monsters, and a host of other options, but never in a way they feel contradictory to the Basic Rules.  Characters can move fairly freely between the games. 

Ability Scores are chosen the same way 4d6 and drop the lowest.  Here the general modifiers of the Basic game give way to specific ones for each ability and subscores, ie. to hit and damage adjustment for Strength, number of spells for Intelligence, followers for Charisma, and so on.  Ability Checks are handled in the same fashion.  Scores still cap at 18 for rolls or 20 with bonuses, but the charts go to 25 for the use of exceptional characters and monsters.

Ancestry covers what species you were born into. Dwarves come in Hill, Mountain, and Deep varieties. Elves can be High, Wood, or Deep. Humans and Halflings are back and joined by Gnomes.  A table of alternate Ancestries is also given so you could play Gnolls, Centaurs, Orcs, or Goblins to name but a few.  The system is simple enough that almost any sort of ancestry can be used.    

Ancestry

Heritage, like the Basic game, covers the character's upbringing. This chart is the same as the Basic game, but expanded with more types.  

Character Classes.  This is the first of the really big changes. Where the Basic game has only three basic character types, this one has four major class groups with many sub-classes underneath.  The feeling is that of Astonishing Swordsmen & Sorcerers of Hyperborea or AD&D 2nd Edition to be honest, with maybe just a touch of 5th Edition D&D.  Each group shares an advancement table for HD calculations and to hit bonus along with a shared Saving Throw table.  All groups share the same single XP per level table as per D&D 3rd through 5th Editions.

The first group is the Divine, which gives us Clerics and Druids. Divine Spellcasters are limited to 7th level spells.  Warriors include the fighter, berserker, ranger, and paladin.  Rogues are the most diverse lot with thieves, assassins, bards, and monks.  Magic-users are arcane spellcasters and they get spells to 9th level.  They include the Wizard and the Sorcerer which is a spell-point-based spell caster. Like the sorcerers of 3rd to 5th edition, they have a bloodline and some examples are detailed.

Multiclassing and Alignment are the same here as the Basic game.  The unified XP chart makes multiclassing easier. Alignment is a three-point system of Law-Neutrality-Chaos. 

Equipment is next. Very similar but expanded over the Basic game. 

Spells is the next largest section of the book and also one of the three that gets the most changes.  Spells are split out into classes with the Divine first (Cleric then Druid) then all the Arcane spells. The spells are all listed out alphabetically.  Included now are staples like Area of Effect, Components, casting time, and saving throws. Each spell also has a school listed. 

Spells with Dean Spencer art

How to Play covers the game. This is roughly similar to the Basic Game, but it is expanded.  Saving Throws are now added to the game. They are an interesting remix of Basic/AD&D and D&D3 style saves.  More on traps, diseases, and hirelings are covered here. 

Combat gets its own section.  Here initiative is back to a d20 (not the d10 of the Basic game). 

The Campaign deals with adventures, granting XP and what kinds of monsters can be found where. It ends with a sample play session.

The Bestiary is the last of the three big changes. Not only are all the monsters expanded on, but there are also more of them.  The monsters are still sorted by categories or groups, but now there are more. There are Beasts, Demons, Devils, Dinosaurs, Dragons, Elementals, Fey, Giants, Golems, Humanoids, Lycanthropes, Monstrosities, Oozes, and Undead. The stat blocks are expanded to give average scores for Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Special Attacks. Special Defenses and Magic Resistance are all now included. 

Old School Monster art

As with the Basic game, many monsters do not have an alignment. Or rather their alignment is listed as n/a.  In the case of animals (Beasts and Dinosaurs), it is because they lack intelligence or awareness. Others like humanoids it is because the Game Master can choose what they want.  Notably, all Demons and Devils are Chaotic, Dragons are split between Lawful and Chaotic along the lines you think they are, Elementals are now properly Neutral, and Fey runs the spectrum.  We get the usual suspects here, nothing jumping out at me as new save for the Mi-Go (not new, but not usual) and the mushropod (sorta new, but certainly NOT usual). 

The Treasure section is also expanded. Included new are Sentient Weapons and rarity tables. There is a new section on crafting items including an ingredient listing with measures of rarity. 

We end with appendices of tables, blank character sheets, indexes, and our OGL statement. 

The PDF is fully bookmarked.

Like the Basic books, this book is filled with evocative old-school style art.  Some of it is from various stock art artists the Old-School community knows, but a good deal is original and new art.  Much of it is clearly influenced by 40 years of playing.  The art goes beyond "Euro-centric" D&D art and a variety of ethnicities, genders, and peoples are represented. 

Old School Art

Again like the Basic books this is really directed at and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art, in this case, is a particular treat, the audience that will get the most out of this are a generation younger.  If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.

The book "feels" like AD&D 1st Ed. Or maybe it is a 2nd Edition clone if that game had been produced later.

Because of how it is built it also feels like nearly anything can be used with it from nearly any area of D&D's history.   

Who Should Buy This?

I said this yesterday about the Basic Chromatic Dungeons game, and it is true for this version as well. This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s.  Sure it is not exactly how we did it, but it is a great compromise between Old and New school.  Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on its own.  Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time and it is the perfect introduction to this "Advanced" game. 

If you are like me and grew up on old-school games and now have a family that loves the newest version of the game then this is a good way to introduce them to old-school play.  OR if you are new school player and want to try your hand at some old school play, but want to retain some of the options that make the new games so attractive, then this is a great game for you.   

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I am posting this as part of this month's RPG Blog Carnival on Indie Games hosted by The Rat Hole.


Tuesday, October 5, 2021

Review: SURVIVE THIS!! We Die Young RPG Core Rules (2021)

We Die Young
"Son, she said, have I got a little story for you
What you thought was your daddy was nothin' but a...
While you were sittin' home alone at age thirteen
Your real daddy was dyin', sorry you didn't see him,
but I'm glad we talked...

Oh I, oh, I'm still alive
Hey, I, I, oh, I'm still alive
Hey I, oh, I'm still alive."

Pearl Jam, "Alive" (1991)

It's October. There's a chill in the air and there is a feeling in the air. Something that makes me reflective, chilly, and maybe a little melancholy. Sounds like the 90s to me.  There is also a game that captures this feeling perfectly.  Bloat Games' newest offering in the SURVIVE THIS!! series; We Die Young RPG.

I have been waiting to share this with you all and today is that day! 

We Die Young RPG Core Rules

"Tell me do you think it would be alright If I could just crash here tonight?"

We Die Young RPG Core Rules is 372 pages with color covers and black and white interior art.  The book is digest-sized, so the same size as Bloat Games other games.  The game was Eric Bloat & Josh Palmer with art by Phil Stone and additional art by RUNEHAMMER & Diogo Nogueira.

For this review, I am considering the just-released PDF on DriveThruRPG that I got as a Kickstarter backer.  The print book is due out soon.

Comparisons between this game and their first game, Dark Places & Demogorgons are natural and I think needed. I spent a lot of time with DP&D so I am looking forward to seeing how I can use this game with that as well. But first, let's get into the game proper. 

The book begins with two dedications from the authors.  I want to repeat them here since they set the tone not just for the game but also for my review.

We Die Young Dedication

Growing up in the 1980s was fun.  Being in my late teens and 20s in the 1990s however, was AMAZING.  January 1990 I was a university undergrad, living in the dorms with a girlfriend that driving me crazy (not in a good way), but a best friend I hung out with all the time.  December 1999 I was married to that best friend, I had a brand new baby son, living in my new house, and was working on my first Ph.D.  That's no small amount of change.  But I never forgot that kid in 1990 with the flannel, goatee, Doc Martins, and long hair. This is the game for that kid.  
BTW "Layne" is Layne Staley, the former lead singer of Alice in Chains who died of a heroin overdose in 2002.  If you can't remember EXACTLY where you were when you heard Layne, Kurt, Shannon, or Chris was dead, then this game is, to turn a quote "not for you."

Introduction

"With the lights out, it's less dangerous. Here we are now, entertain us."

Here we are introduced to the newest SURVIVE THIS!! game. The authors are upfront about their inspirations here; grunge music from the 90s and the games that were popular at the time.  Having already gone through the book a few times it is a thread that weaved in overt and subtle ways, but it never feels overused, hackneyed, or clichéd.  We are given some in-game background for why the Pacific Northwest is so full of supernatural strangeness and it is a fun explanation.  But to quote the late, great Bard of Seatle I prefer it "always been and always be until the end."  But it works well. 

The basics of RPGs are covered and what you need to play.  Next we get into character creation.

We Die Young Character Sheet
Character Creation

"I'll be whatever you want. The bong in this Reggae song." 

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. We are told from the word go that we can add material we want from the other SURVIVE THIS!! games. 

Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.  My first thought?  My Dark Places and Demogons characters have grown up and moved to Seatle.

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level regardless of class or race.  Combat can be quite deadly in these games for people used to the hardiness of even Old-School D&D characters.

Saving Throws are different from D&D but the same as DP&D with the edition of the Magic save.   This does make porting over characters and ideas from the other games pretty easy.

Alignment covers Righteous, Law, Neutral, Anarchist, and Evil. 

Races

"All I can say is that my life is pretty plain, You don't like my point of view and I'm insane."

Here we get into the really new material. We have a bunch of new races for this setting.  These include shapeshifting Doppelgangers, undead Ghouls, garden variety Humans, the immortal Imperishables, the ancient undead Jari-Ka, the various Realm-Twisted Fey (my new favorite, and I am sure I dated a Twitter Fey back then), Vampires (sparkles are optional), and Were-beasts of all stripes.  If you played ANY RPG in the 1990s you know what you are getting here, but still, they manage to make it feel both new and old at the same time.  New, because there is new potential here and old because they feel comfortably familiar; like that old flannel in the back of your closet or those beat-up old Doc Martens.

The races are well covered and you could easily drop them into any other SURVIVE THIS!! game or even any other Old-School game. They are really quite fun and I could not help but think of what characters I wanted to make with each one. This covers about 40 pages.

This is followed by a list of occupations with their bonuses. 

Classes

"This place is always such a mess. Sometimes I think I'd like to watch it burn."

We Die Young Witch
We Die Young is a class/level system.  There 16 classes for this game.  Some look like repeats from DP&D but are not really.  They are updated to this setting and older characters.  We are told that classes from the other SURVIVE THIS!! games are welcome here.

Our classes include the Mystic (tattoos mages), Naturalists (potheads, I mean druids), Papal Pursuant (soldiers of God), Psions (Carrie), Revenant (Eric Draven the Crow), Riot Grrl (what it says on the tin), Rock Star, Serial Killer, Shaman (oh here are the potheads), Sickmen (homeless, as seen by Sound Garden), Street Bard, Street Fighters, Thralls (Vampire servants), Tremor Christs (psionically powered religious prophets), Warlock (steal power for otherworlds), and what I can only assume is an attempt to get a good review from me (just kidding!) the Witch. 

The witch here is slightly different than the ones we find in DP&D.  So there can be no end to the witchy goodness you can have by combining games. 

That covers a healthy 50 pages.  

Skills

"And so I wake in the morning and I step outside, And I take a deep breath and I get real high.
And I scream from the top of my lungs. 'What's going on?'
"

The skill system for We Die Young is the same as DP&D.  Though without checking it feels a bit expanded.  You get points to put into skills and there are DCs to check.  Very 3e.  Or more like 3e IF it had been written in 1995.  So, yeah, another solid point for this game. 

Magic (& Psionics)

"Show me the power child, I'd like to say. That I'm down on my knees today."

Here is one of my favorite things in a game.  There is a mythos added to the system here that is rather fun (see Spellcasters & Salt) as well as rules for Rune-Tattoos.  Yeah, this is the 90s alright! 

Now I have to say this.  If adding a witch class is trying to get me to do a good review, then these spell names are outright flirting with me.  Spells called "All Apologies", "Heaven Beside You", "Black Days", "Wargasm", "Super Unknown", and "Far Behind"?  Yeah. That is hitting me where I live.  And that is only the very tip of the iceberg.

Magic, Spells and Psionics cover a little over 60 pages and I feel they could have kept going.

Equipment

"What did you expect to find? Was there something you left behind?"

No old-school flavored game is complete without a list of equipment. This includes common items, weapons, and even magical items.  Don't fret, it's not like there is a Magic Shop there. A "Health Locker" costs $50k and that is if you can find one. 

The list of drugs is really interesting and fun.  Look. It was the 90s. Everybody was taking drugs. 

New to this setting are the Zapatral Stones.  These are the remains of a meteorite that fell to Earth and hit the Pacific Northwest and Mount Rainer in particular.  They have strange power and effects depending on the size of the stone and the color.   

Playing the Game

"Whatsoever I've feared has come to life. Whatsoever I've fought off became my life."

Here we get our rules for playing the We Die Young game.   We get an overview of game terms, which is nice really. New rules for Curses, Exorcisms, and Madness are covered. It looks like to me they could be backported to DP&D rather easily. 

There is a fair number of combat rules.  Likely this has come about from the authors' experiences with their other game Vigilante City

We also get rules for XP & Leveling Up and Critical tables.

The World of We Die Young

"I'm the Man in the Box. Buried in my shit."

This is great stuff. This is the built-in campaign setting for We Die Young set place in a mythical and magical Pacific Northwest.  the TL;DR? Grunge woke supernatural creatures.  Ok, I can do that.  I mean it is not all that different than ShadowRun right?

The setting of the PNW/Seatle on the 90s is covered well.  I had many college friends that made the trek out to Seatle after our graduations (91 to 93 mostly), so I have some idea of what was happening on the ground level.  Twenty-somethings like me seemed drawn to the place by some mystic siren song.  A siren song with a Boss DS-2 distortion pedal. 

Various associations/groups are covered, like Jari-Ka circles, Ghoul Legacies, Vampire Lineages, were-kin groups.  Like I said, if you played RPGs in the 90s you know the drill. But again they are still both "new" and "old" at the same time. Kudos to the authors for giving me something new AND invoking nostalgia at the same time. 

We also get some great locations of note and some adventure seeds which include some creatures. 

Bestiary

"She eyes me like a Pisces when I am weak. I've been locked inside your heart-shaped box for weeks."

Gotta have Bigfoot
This covers all the creatures you can run into.  The stat blocks are similar enough to Basic-era D&D to be roughly compatible.  They are 100% compatible with other SURVIVE THIS!! games, so the excellent DARK PLACES & DEMOGORGONS - The Cryptid Manual will work well with this. In fact, I highly recommend it for this. 

There is a good variety of creatures.  Angels, Demons, BIGFOOT! and more. 

We get about 47 pages or so of monsters with stat blocks and an additional 10 pages of templates to add to monsters such as "Vampire" and "Radioactive."

Radioactive Bigfoot.  I don't need a plot. I have that!

We get Adventure Hooks next.  Roll a d100 and go!

The Appendix includes some Grung songs to get you into the mood.  Some Seattle Grunge bands, some not-Seatle Grunge Bands, and some late 80's and 90's Alternative bands.

There is a list of movies about the era. A list of books.  And finally the index and OGL.

Thoughts

"I don't mind the sun sometimes, the images it shows. I can taste you on my lips and smell you in my clothes."

Wow. What a really damn fun game!

If Dark Places & Demogorgons gave a "Stranger Things" 80s, this gives me a strange supernatural 90s.

It is exactly what I would have expected from the fine folks at Bloat Games.

My ONLY question about this setting is "Where are the UFOs and Aliens?"  I mean NOTHING was bigger in the 90s than "The X-Files."  I get that it is hard to cleave 90s Aliens to 90s supernatural (ask anyone that has tried to play WitchCraft AND Conspiracy X), but maybe a supplement is due out later?  I would suggest grabbing DARK PLACES & DEMOGORGONS - The UFO Investigator's Handbook to add some X-Files flavored goodness to We Die Young. 

Back in the early 2000s I had a game I was running, Vacation in Vancouver. It took place in the 90s and in Vancouver (naturally).  These rules make me want to revive that game and see where I could take it now. 

The bottom line for me is that SURVIVE THIS!! We Die Young RPG is a great game.  The pdf is fantastic and I can't wait for my Kickstarter books.

Tuesday, September 14, 2021

Mail Call: Chromatic Dungeons and Candy Corn Witches

Quick one today.  I got some great pre-Halloween goodies in the mail today.

Up first, my Kickstarter package of Chromatic Dungeons from Roderic Waibel and Izegrim Creations

Chromatic Dungeons

Chromatic Dungeons Basic Rules

Chromatic Dungeons Advanced Rules

Chromatic Dungeons Basic and Advanced Rules

The game is split between a Basic rule set and an Advanced rule set.  Unlike the games these take their names from there is 100% compatibility between the two.  You can start out Basic and move to Advanced. Stay in Basic with bits of Advanced or move back and forth as you desire.

The game is rather fantastic and I can't wait to give it a full review. 

This is not all I got this past weekend.

I got some "Candy Corn Dice" from Ice Cream Dice and to go with them a "Candy Corn Witch" mini from Hero Forge

Candy Corn Dice and Witch

Candy Corn Dice and Witch

The witch was supposed to be a "Pumpkin Spice Witch" but her hat is very much candy corn!

Pumpkin Spice  Witch

Yes. That is a PSL in her hand and the cup has a bat on it.  

I am ready for my Halloween games!

Monday, July 12, 2021

Monstrous Mondays: Goblin, Mad Hatter

Goblins are ubiquitous in many game worlds.  In some, they are a constant threat, in others a nuisance. The goblins of Lord of the Rings are pretty far removed from the ones of Labyrinth, or even the fairy tales of Grimm.  But they are always a good foil for low-level parties.  In my games goblins tend to be more Chaotic Neutral. Not evil really, but maybe a little naughty time to time.

No one though will ever confuse the Mad Hatter Goblin for anything than what it is, pure evil.

Goblin, Mad Hatter
Small Humanoid (Fey)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic Evil [Chaotic]
Movement: 90' (30') [9"]
Armor Class: 7 [12]
Hit Dice: 2d8+2* (11 hp)
  Small 2d6+2* (9 hp)
Attacks: 1 weapon
Damage: 1d6
Special: Cause Fear
Size: Small
Save: Monster 2 
Morale: 8 (NA)
Treasure Hoard Class: None
XP: 35 (OSE) 47 (LL)

Str: 9 (0) Dex: 17 (+2) Con: 14 (+1) Int: 10 (0) Wis: 8 (-1) Cha: 5 (-2)

The Mad Hatter Goblin gets its name from the gruesome way it displays the remains of its kills,  by stacking the severed heads of its victims on top of its own head.   These goblins appear as do other goblins, save for maybe slightly larger.  They have a look in their eyes that speaks of desperation and maybe no small amount of madness.

Each time a Mad Hatter Goblin makes a kill they remove the head from the body.  The goblin then takes the heads of previous victims and ties them to the top of the new head and then all of these are tied to the goblin's own head.  The oldest, and most decayed, heads are at the top.  The sight of a mad hatter is such that anyone under 4 HD/level must make a saving throw vs. paralysis or be stunned in fear, unable to move or react for 1d4+1 rounds.    The mad hatter will go after these targets first.  Creatures greater than 4 HD/level are immune to this effect.

Mad hatters are both reviled and respected in a goblin community.  The number of heads one has is their level of prestige. When one mad hatter encounters another there is usually a duel of some sort.  The loser gets to contribute their head to the victorious mad hatter's collection.

The only treasure kept by a mad hatter is their collection of heads.

Thursday, May 13, 2021

Review: Mutant Future (2010)

Mutant Future cover
I reviewed 1st Edition Gamma World which got me thinking about Mutant Future. I was surprised to discover I had not written a review for Mutant Future. Well, today seems like a good time to do that. This review will cover the PDF and the POD versions from DriveThruRPG.

Mutant Future (2010)

Not to start with, Mutant Future is not really a Retro-clone, near clone, or anything like that.  The closest game it is like is Gamma World.  Set in a post-apocalyptic world, Gamma World has its roots in the dawn of the RPG age and D&D in particular. Filled with mutant animals, plants, and humans of all sorts.

While Gamma World has its own near-D&D system it is not 100% compatible.  Maybe 95%.  Mutant Future doesn't have that issue. It is the exact same rules as its sister game Labyrinth Lord. Plus Mutant Future is not trying to emulate Gamma World exactly.  Mutant Future then is a new game that feels like an old game that never really existed.  Mutant Future does have some differences from Labyrinth Lord. The game is set in a post-apocalyptic Earth much like Gamma World. 

Section 1: Introduction

This covers the basics. What this game is and what to do with it.  A brief overview of dice and common abbreviations is covered.  This largely the same as what we see in many games and in Labyrinth Lord in particular.  Mind this is not a drawback to this game. There is a strong implication here that anything made or written for Labyrinth Lord is also good for Mutant Future. 

Section 2: Characters

Again, there is familiarity here, and that works to Mutant Future's advantage.  The ability scores are the same as Labyrinth Lord/D&D and are generated the same way. The various species or types you can play are also here. Characters can be an Android (basic, synthetic, or replicant), mutant animals, mutant plant, mutant human, or the rare pure human, also like Gamma World. Abilities can go as high as 21 and there are a different set of saving throws, but the basic rules are the same as Labyrinth Lord.  The types also list what HD each character has and how many mutations you have.  

This section also covers gear. It uses a coin system much like D&D and Labyrinth Lord as opposed to the barter system of Gamma World. Either works fine.

Section 3: Mutations

This covers all the mutations that all characters, NPCs, and creatures can have. In true old-school fashion, these are all random tables. 

Section 4: Adventuring Rules

This covers the rules of the game and what characters are likely to do.  Again these are replicated (but not cut and pasted) from Labyrinth Lord.  Mutant Future sticks with feet and Basic movement as opposed to Gamma World's metric and more AD&D-like movement. 

Section 5: Encounters and Combat

Combat and weapons of all sorts are covered. Also covered are damage from stun, paralysis,  diseases, radiation, poisons, and more.  This is one of the bigger departures from the Labyrinth Lord core, the saving throws are keyed for Mutant Future damage types. There is also a mental attack matrix here much like Gamma World.

Section 6: Monsters

This section covers all the sorts of creatures you can encounter. It is fairly expansive and since the format is the same as Labyrinth Lord creatures can be used in one or the other or both.  40+ pages of monsters is a good amount. There are also plenty of detailed encounter tables. 

Section 7: Technological Artifacts

This would be the "Treasure" section in a fantasy game, but this is highly appropriate since the world of Mutant Future is supposed to be littered with the technology of past ages.  This includes non-playable robot types, vehicles and things as mundane as protein bars.

Section 8: Mutant Lord Lore

This covers how to run a Mutant Future game. Not just how to run their own but how to build your world.  Unlike Gamma World which has a sort of baked-in setting, Mutant Future is more open. The Mutant Lord (and I think an opportunity was missed in not calling them Mutant Masters) gets to decide how the world is the way it is.   Advice is given on how to run adventures and a sample setting is provided. 

Section 9: Mutants & Mazes

While it might not really be needed, this section discusses using Mutant Future and Labyrinth Lord together.  The rules are remarkably similar, like 99%, so there are only minor pieces to consider. Though this section does expand mutations to the standard D&D tropes of race/class.

All in all this a fine game. It is not exactly like Gamma World, more was it trying to be. It does however give that Gamma World feel in an OSR ruleset.

Print on Demand

The PoD version of this book is a sturdy hardcover that compares well to my Labyrinth Lord books.



Wednesday, December 16, 2020

The Sea Witch Tradition

I have been playing around with a Sea Witch Tradition.   The Sea Witch is a powerful archetype and one that has featured in myths and legends since humankind looked out into the sea.  

Newes from Scotland. Witches brewing a storm in Scottland
Witches brewing a storm in Scottland

Among the media, mythological and literary examples are Circe from myth,  Calypso from The Odyssey, Sycorax in Shakespeare's The Tempest, the Sea Hag from Popeye, Ursula from The Little Mermaid (and from the original Hans Christian Andersen),  Tia Dalma in Pirates of the Caribbean, comics, and a story I recall reading as a kid that I have not been able to remember properly.

The Sea witch has power over wind, weather, waves, and various creatures of the sea and coast.  This would include the obvious fish and marine mammals, but also birds associated with the sea. 

Sea Witch Tradition

Witches of the Sea Witch Tradition are members of a very ancient tradition related to the Classical tradition but also the Pagan traditions and Chthonic traditions.  Witches of this tradition honor the sea in both it's capacity the cradle of life and in its capacity to destroy.

Role: Witches of this tradition often serve gods, goddesses, and other ancient powerful beings as their patrons.  Many will often refer to the Sea as a Goddess in and of herself and other Gods of the seas are merely Her extensions and proxies.

Joining this Tradition: Sea witches join this tradition typically very early in life. They will claim they have sea-water in their veins and the sea in their soul.  They feel drawn to the sea and will typically live near the sea if they are land-dwelling, or in it.  They will often grow up in families where many of the members are sailors or fisherfolk.  Some even are related by blood to creatures like selkies, mermaids, or even swanmays or nymphs. 

Unlike most Hags that are part of the Faerie tradition, Sea Hags are part of this Sea Witch tradition.

Leaving this Tradition: Witches rarely if ever leave this tradition. Even when they are physically distant from the sea they still "feel the call of the sea."

Occult Powers

Minor, 1st Level: Familiar. The Seas witch gains a familiar related to the sea. 

Lesser, 7th Level: Breathing. The sea witch gains the ability to breathe underwater if they normally breathe air, or the ability to breathe on land if they normally breathe water. This is a persistent power.

Medial, 13th Level: Shape Change. The Sean witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at the 13th level. The witch may only change shape to a natural sea animal that is within one size category of her normal size. So a Medium-sized witch may only change to a Small, Medium, or Large animal.

The number of times the witch may do this per day increases with every other level.  So 2 times per day at 15th, 3 times per day at 17th, and 4 times per day at 19th.  The witch may opt to sacrifice one of these times to go outside of her normal range of sizes.  So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shapeshifts per day).

Greater, 19th Level: Raise Storm. Considered by many to be the ultimate form of the Sea Witch's power, the Sea Witch can affect the weather as per the magic-user and druids spells Control Weather and Control Winds.

Major, 25th Level: Longevity.  The witch stops aging.  Her appearance will continue to age but her body and mind will stay the same age she was when she reached this level.  She is also no longer affected by magical aging.  She can still be killed by normal means.

Superior, 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For sea witches, her form becomes that of a sea creature.  She becomes something akin to a Triton, a Cecelia, or even odder combinations. 

Special Benefits and Restrictions: The sea witch will honor a god or goddess of the sea. The vow never to willing move further and a mile away from any body of water. Most prefer to be much closer.  Seas witches with a familiar can communicate with marine life and even other creatures that leave near the sea.

Equipment:  The tool of this tradition is the cauldron.  Like the sea, the cauldron holds all possibilities. 

Preferred/Barred Covens: Sea Witches are typically solitaries, but they will often meet up every few years with others. Sea witches also tend to be very territorial, so only one will typically be found in any one natural locale, such as a bay, cove, or other inlets. 

Relationship to the Goddess/Patron: The sea witch views the Goddess as the Sea itself.  "Human" manifestations of Her are but limited projections into the human understanding of what the Sea and the Goddess actually is.

This relationship with the sea also makes the Sea Witch a unique figure among sailors.  Many sailors are very superstitious and among those superstitions and fears are ones regarding having women on ships.  Many feel it is bad luck, others feel that a woman on a ship will cause the crew to mutiny. The witch is exempt from these notions. She is both a welcome and feared member of a crew.  

Male sea witches are a welcome addition to most crews even if they are just as feared and respected.

Source/Views of Magic: Like most witches, the Sea Witch views her magic as a manifestation of the Goddess who is the Sea.  The source of her magic is the endless ocean, the unfathomable depths, the irresistible urge of the sea.  

Archetypes: Most Faerie Witches see little use in the Good vs. Evil axis. The sea is both and neither, so why should they choose?  Most tend towards neutral if a little chaotic.

Other: Sea Witches tend not to hoard much wealth, but they do appreciate treasure. Especially treasure found in the sea or on it, such as a pirate's chest of gold, or something rare and beautiful from a faraway land. Pearls are valued over other gems and gold more so than silver or platinum. 

Other Traditions