Friday, November 19, 2021

BlackStar: The Ambassador Curse

Ambassador Class Starship
Last night was the premiere of Star Trek Discovery Season 4.  Not only that we also had a new episode of the Kid-focused (but adult enjoyed) Star Trek Prodigy.  Two new Trek episodes from different series on the same day.   That has not happened since Voyager and DS9 were on the air in 1999.

Both episodes had a similar plot element, though dealt with in very different ways.  On Discovery they are recovering from "The Burn" which destroyed all dilithium in use a little over a hundred years ago.  The new Federation president (who looks like she might have some Cardassian DNA) mentioned that there were ongoing Warp Drive developments.   She mentioned a new version of Discovery's Spore Drive and that a new Pathway drive had been developed and placed into the new Voyager.

Over on Prodigy, which shares the Voyager connection, we learn that the USS Protostar is more than just a neat name.  Its warp drive is not just powered by an anti-matter reactor, it has in its heart an actual protostar. 

There is a constant level of warp drive development going on in Star Trek. But the Spore Drive has proven difficult to get right or recreate, Trans Warp was a failure, and slipstream conduits are difficult to navigate.   

All of this and one other bit of information I recently unearthed sets the stage very nicely for what is going on in BlackStar.  

Let me restate something I said back in 2019. 

We don't see many Ambassador class ships in the TNG time-frame, why? I am going to say there was a design flaw that was later discovered after Starfleet Corp of Engineers went over why the Ent-C was destroyed. There is a flaw in the nacelle arrangement that was missed in the R&D phase and only seen in practice. This lead to newer warp nacelle configuration that gave us the Galaxy and Nebula class ships. Despite living in the 24th century, human Starfleet personnel can still be somewhat superstitious and the Ambassador class gained the status of a "cursed ship".

This is also why there are 21 decommissioned Ambassador class ships outside of Neptune Station. Here, Commodore Peter Quincy Taggert, with a signed order from Admiral Nyota Uhura (who had been fond of the Ambassador class and hated to see them go to waste), began work on the Mystic Project. The NX-3100 (mislabeled on the hull as NX-3000 due to a clerical error) was developed at the Klatuu Nebula Yards in conjunction with the Theremin Science Council and launched to Earth on SD 30007.21. (2351 or there abouts)

We have 21 (or 22) decomed Ambassador ships over in the "junk yards" of Neptune Station. A prototype (the Mystic) was b

uilt at the Klatuu Nebula Yards by the Theremins.  A desire by Starfleet to work on new types of warp drive, BUT all available engineers are working on the super-sexy new Galaxy-class project over a Utopia Planitia on Mars.  This is why CDRE Taggert gets them.  No one else wants them. But why are they here?  I said due to a flaw in the nacelle arrangement.  I said this because I replaced the warp nacelles on my model.  But is there more?  

Enter my "I have too much work to do, but instead I am watching Star Trek Starship videos on YouTube" moment earlier this week.

Enter TriAngulum Audio Studios on YouTube. They have a series called "Truth or Beta" that discusses Star Trek "Alpha" content (for Memory Alpha, or cannon material named for the Memory Alpha planetoid that is the Federation Library and the first stop for the USS Protector) vs. "Beta" (for Memory Beta, non-cannon material that appears in books).  This series collects various bits of Alpha lore and select bits of Beta lore to make for a fuller picture of what is going on.  

Here is their series on what went wrong with the Ambassador class ship.


The premise is basically the same.  After the destruction of the Enterprise-C, the Ambassador class was given a top to bottom inspection.  Where I claimed it was the warp nacelles, here it is an issue with the new warp core and other systems with the older duotronic computers. If you look at the Enterprise-C computer screens you can see they look more like the ones from the Enterprise-A and B eras.  Whereas newer Ambassador class ships have the isolinear computers and the LCARS OS. 

That works for me too.  In any case it explains why we never saw a lot of the Ambassador class ships in the TNG Era despite the class having had an Enterprise among its numbers. It also explains why I can have a couple of dozen just sitting out by Neptune waiting to be used for something else.

Now I just need to get my reviews up of Star Trek 2d20 and Achtung! Cthulhu 2d20 from Modiphius up. 

Thursday, November 18, 2021

One Man's God Special: Syncretism Part 3, the Roman-Norse Pantheon

Thor as King of the Gods
Let's partake in a thought experiment.  I am going to take the Gods as written from The Deities & Demigods and take them on a little trip.

This thought experiment, or Gedankenexperiment, as Einstien was fond of saying, was designed to cover a thought I had going back to my first reading of Norse Myths.   That thought was what if the Norse Gods and Greek Gods were the same groups of gods represented in different parts of the world?

Roman-Norse Pantheon 

Imagine if you will some Roman Pagans, say circa 300-500 CE.  While Christianity is becoming the official religion of the Empire, not everyone is taking up the Christian Gods. There is still a mix of Pagan Roman gods, Greek Gods, local gods and spirits, house gods, and more.  The further you are from Rome (and later also Constantinople) the more likely you are to still hold on to your local gods.

Now, far to the North, there are the Nordic-Germanic tribes.  They are the "barbarians" of Roman lore, they want Rome's treasures, its power.  But most of these people just want to find new lands to grow food on.  While the Viking raids to England and Ireland are so stamped into our collective subconscious (and for many of us, our DNA) there were other forrays into other lands.  Some we know went South.  But the bulk of these did not happen till 800s CE when most of Europe was firmly Christianized.  We do know that the Romans had interactions with the Norse and made connections between their respective sets of Gods. Romans were rather practical when came to religion.   

We also know that the Norse, when confronted with Christianity adopted a uniquely Viking view of Jesus, recasting him as a great and powerful chieftain or king

So let's imagine a time. Sometime after 300 CE but maybe before 900 CE.  The Northmen are not all Viking raiders and the Romans are not all Christian.  I joke that there is a time when this would be all true, likely for about 6 hours on a Thursday in June 634 CE, but go with me on this trip anyway.  We have a group of Roman pagans moving north, a group of Northmen heading south.  They both drift west a bit and end up in the Black Forest region of Southern Germany.  Here they meet and instead of going to war, they build a community.  Here their beliefs find common ground and since both groups are polytheists, they accept each other's Gods.  Soon. The gods, like the people, become one.  

First conceit: Since they did not go to war when first meeting their war gods on both sides will seem more "reasonable" than their antecedents.   

Now keep in mind that at this time there were versions of the "Norse" gods in these Germanic areas. We know that Wotan and Woden would change and become Odin of the Norse.  So bringing these gods "back down" is almost an unnecessary step. They were already here in a different form.  Bu this allows me to focus on the names they have in the D&DG.  Plus if I need to "smooth things out" I can use the Germanic versions.

Second conceit: While here this group of pagans will speak a version of Old German. Both groups picked it up "along the way."

While I want to focus on the names in the Deities and Demigods, I am going to allow myself to step outside of that to make for a better pantheon.  Of course, life, especially when it comes to the Gods and syncretism, is never so ordered.  But as we have seen with the D&D pantheons in the past, such order is often implied or imposed.

Some of this flows from some reading I was doing around the same time I discovered D&D.  I had found this book of world myths. It had the familiar Greek, but it also introduced me to the Norse myths for the first time.  This book also had the tale of Beowulf in the back. I began to think there was a continuity between these three separate, but not entirely separate really, groups of tales. 

I should also note that these gods have similarities to each other not just because they were all invented by people that had similar experiences, but they all draw their inspiration from the same roots of an earlier Proto Indo-European pantheon of gods.  I am not trying to recreate these PIE gods here, but I will lean heavily on that research to inform my choices.  For this reason I am also including Celtic gods in this mix for now BUT I am not explaining that connection just yet.  Though we do know that the Celtic Hallstatt culture and was in this area at this time and this grew out of the La Tène culture from earlier.  Likely though the gods were not using the names in D&DG. I am so everyone here knows what I am talking about. I do like that there are three mythoi involved here.

Who's In Charge?

Let's start with who is the leader of this combined pantheon.  We know from historical records that it was Thor, or more to the point, Thunor or Donar, and not Odin, that was the chief god of the Germanic peoples. Odin/Wotan would come along much later (8th to 9th centuries).  This is good since already there was a lot of conflating of Thor/Thunor with Zeus/Jupiter. Thursday for example is both Thor's day and sacred to Jupiter.  From this notion, we can move on in thought experiments to make other associations.  

Now I am fully aware I am taking a historical god to make a precedent for game gods.  This would be academic dishonestly since I have made no claim, nor provided support why it is ok for me to do this.  Save for one.  This is not an academic treatise.  I am building something for a game, and for AD&D 1st Edition as it appears in the Deities & Demigods in particular. The Thor/Thunor/Jupiter connection is only the pin I am hanging everything else on. 

The Gods

I am going to use the abbreviated "stat block" I used in One Man's God Special: Syncretism Part 2 when I described the pantheon of  Greco-Egyptian Gods.   Also considering that I am having this all happen somewhere in Germany I am going to give these gods German names.  They are modern German names to be sure, I am not going to try to deconstruct 7th Century German when I have enough trouble remembering how to speak 20th (yes I know what I said) Century German.

While they have gods they are syncretized from they take on their own personalities.  Thor could be a bit slow at times but was never cruel (unless you were a giant) and Zeus could be a loving father, but a terrible husband with a mean streak and a temper. 

Unser Vater
Greater God
Alignment: Chaotic Good
Worshipper Alignment: Any Good (all)
Domains: Thunder, Lightning, Sky (including storms and rains), Warriors
Symbol: A Thunderbolt
Greek/Roman: Zeus/Jupiter
Norse: Thor, with a dash of Odin
Celtic: The Dagda
PIE: Dyēws

Unser Vater, "our father," is the chieftain of the gods. He rules because he is strong and powerful.  He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just but he has a temper that can rage out of control.  He can usually be calmed by his wife Herde Oberin.

Other Gods follow.

Hüne Vater
Lesser (Intermediate) God
Alignment: Chaotic Evil
Worshipper Alignment: Any evil
Domains: Creation, destruction
Symbol: Fire
Greek/Roman: Chronos/Saturn
Norse: Surtr
PIE: Archdemon

Hüne Vater is the father of the current generation of the Gods. He killed his father and we in turn defeated by his own son. He is the leader of Die Hüne. Before his defeat he cursed the gods and all humankind with death. In Proto-Indo-European myths, he is the Archdemon.  He sits imprisoned in exile. 

Großvater & Großmutter
Lesser God
Alignment: Chaotic Neutral (Evil)
Worshipper Alignment: Any 
Domains: Father of Die Hüne (the Titans/Jötunn), Chaos
Symbol: The night sky
Greek/Roman: Caelus/Uranus 
Norse: Ymir
Others: Tiamat

Großvater/Großmutter is the name given to the quasi-anthropomorphic manifestation of the father/mother of the Die Hüne (the Titans/Jötunn).  He was destroyed by his son Vater Hüne to make the night sky.

Herde Oberin
Greater Goddess
Alignment: Lawful Good
Worshipper Alignment: Any good 
Domains: Home, hearth, women, childbirth
Symbol: Distaff
Greek/Roman: Hera/Juno, Hestia 
Norse: Frigg
PIE: Diwōnā

Herde Oberin is the wife of Unser Vater and one of a trinity of Goddess.  She represents the Mother aspect of the trinity and is the protector of home and hearth and the family.  She is responsible for all things that happen within the home.  Unser Vater may be the chieftain of the gods, but in the home her word is law. 

Mutter Natur
Greater Goddess
Alignment: Neutral
Worshipper Alignment: All
Domains: Nature, the wild
Symbol: Tree or a sheath of grain
Greek/Roman: Demeter/Ceres
Norse: Frigg with bits of Odin
Celtic: Danu
PIE: Dhéǵhōm

Mutter Natur is the mother goddess of all of nature.  She is sister to Vater Hüne and aunt (and maybe mother) to Unser Vater. She is an old Goddess who provides and destroys at her own times of choosing. Newer religions believe they control or tame her, but the people of the forest know better. 

Note: I am undecided on whether or not Herde Oberin and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age.  BUT also you see gods and goddesses splitting off.  In this case, I am keeping them separate for now.

Ôstara (Geliebte)
Lesser (Intermediate) Goddess
Alignment: Neutral Good
Worshipper Alignment: All
Domains: Spring, Rebirth, the Dawn
Symbol: Half-risen sun or an Egg
Greek/Roman: Persephone/Proserpina with aspects of Dionysus / Bacchus
Norse: Ēostre and bits of Baldur.
Celtic: Brigit and Ceridwen
PIE: Hausos

Ôstara is the daughter of Mutter Natur and one that has retained her old name.  She is the goddess of the Spring, the Dawn, and rebirth.   Her title is "Geliebte" which means "beloved."   Persephone/Proserpina and Baldur are both loved by the gods and their "deaths" greatly affect all involved.

Liebhaberin
Lesser (Intermediate) Goddess
Alignment: Chaotic Good
Worshipper Alignment: Any good, lovers
Domains: Love, sex, sexuality, conception
Symbol: hand mirror or fire
Greek/Roman: Aphrodite/Venus 
Norse: Freya
Celtic: Brigit and Áine

Liebhaberin is the forever young patroness of love and sex. She serves as the Maiden in the trinity of Goddesses.  She is the spring maiden that stirs the blood and brings the world back to life. She is the patroness of nymphs and dryads. 

Note:  Again, I am unsure whether or not Ôstara and Liebhaberin are just different aspects of the same goddess.  

Helga
Lesser (Intermediate) Goddess
Alignment: Neutral
Worshipper Alignment: Any, witches
Domains: Death, magic, underworld
Symbol: woman's face in a hood
Greek/Roman: Hecate, Hades
Norse: Hel, Frau Holt, Heiðr
Others: Isis
Celtic: The Triple Goddess* (reconstruction)

Helga is the Witch Goddess, the Ghost Queen, and the Crone of the trinity.  She knows all secrets since they are whispered to her by the dead.  Thus she knows all the secrets of magic.

Hüter
Lesser (Intermediate) God
Alignment: Neutral
Worshipper Alignment: None
Domains: Death
Symbol: Skull
Greek/Roman: Hades/Pluto, Hermes/Mercury
Norse: Njord, Odin
Celtic: Arawn
Others: Osiris

Hüter is the dispassionate lord of the dead.  He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.

Betrüger
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any
Domains: Trickery
Symbol: Fox
Greek/Roman: Hermes/Mercury
Norse: Loki/Hermod
Others: Reynard the Fox (though this is about 900 years too early for Reynard)

Betrüger is the trickster of the gods.  He often appears in the form of a talking fox. His jokes can be somewhat dangerous, but he is rarely cruel.

Kriegskönig
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, warriors
Domains: War, Battle
Symbol: Sword
Greek/Roman: Ares/Mars
Norse: Tyr/Vidar
Celtic: Nuada

Kriegskönig, the War Lord, is the general of Unser Vater's armies. He commands legions to fight against Der Hüne.  He lives for war and when he is not involved in a war he is looking to create new wars. 

Note: Because my two sets of travelers did not immediately go to war with each other when they met this tempers the way the ward god is looked at.  He is not a warmongering asshole like Ares nor even the god of justice that is Tyr.  War is unfortunately a reality of life and one that must be respected or it quickly gets out of hand.

Jäger
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, hunters
Domains: the sun, hunting, poetry
Symbol: Sun
Greek/Roman: Apollo
Norse: Freyr/Bragi/Uller
Celtic: Nuada 
PIE: Sehaul

Jägerin
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any, women, hunters
Domains: Hunting, women, gathering Die Kriegerin
Symbol: Cresent Moon
Greek/Roman: Artemis/Diana and bits of Athena/Minerva
Norse: Freya / Skaði
Celtic: The Morrigan
PIE: Mehanot

Jäger and Jägerin are the twin god and goddess of the sun and moon respectively. They are also the god and goddess of the hunt since hunting in this area is important. They are based on both sets of twins Apollo and Artemis/Diana from the Greco-Roman and Freyr and Freya from the Norse.  If there were elves in German at this time then they are the gods of them as well. 

When needed Jägerin can don the armor of war and gather Die Kriegerin, the Goddesses of war (much like the Valkeries).  When the moon eclipses the sun it is said that Jägerin has put up her shield to protect her and her brother in battle. 

Others include, 

Schmied (Hephaestus/Vulcan and Wayland and Goibhnie) the God of Smiths.  I really should give him more detail. 

Vater Meeren (Poseidon/Neptune and Njord, Ægir, and Rán and Manannan Mac Lir) the God of the Sea (lesser importance here). 

Verwildert (Pan/Faunus and Freyr/Óðr/Vættir and Péhausōn) the God of Wild Nature and protector of wild places (greater importance now). 

Magni Stärke (Heracles and Magni) and Muthi (Iphicles and Modi) are the twin demi-gods of Strength and Courage respectively. Bits of Romulus and Remus and Hengist and Horsa are also here. 

Siege (Nike/Victory and Sigyn) and Glücke (Tyche/Fortuna and Hamingja) are the twin lesser goddesses of Victory and Luck respectively.

Fata Norne (The Fates and The Norns) are the three Fates. Even the gods have to answer to the Fates.

Die Hüne are the Titans and the Giants of both myths.  Primordial beings of great power that the gods defeated but still trouble them.  In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.  

Jäger and Jägerin are twins.  Magni and Muthi are twin brothers. Nike and Tyche are twin sisters. These sets are all examples of the Divine Twins we see in many, many myths. Something I like to include in many of the myths I create. 

I like it. It combines a lot of things that I have scattered notes on here and there. This also explains why this one has taken me a few months to write (it was Part 1 of this series at one point). I have notes dating back to the late 80s on a wholly new pantheon I was creating.  This is not that pantheon, but it is a good approximation to what I wanted there.  It's not the same, but it fits in the same sized hole.

Right now it is a little too "clean" and ordered.  There is no drama with these gods. Granted this is the same as what you could read in the Deities & Demigods, but we know the stories are much messier. 

I might need to come back to this one sometime. It would work well in my games to be honest and I even have some ideas on how to incorporate the ideas of Sol Invictus into this to set up one of my favorite themes, the battles of Monotheism vs Pagan Polytheism.  

If I write more and can come up with a stat block I like I might release it under Creative Commons or the OGL so others can add to it.  I hope to do more than just randomly recreate the PIE gods with new names.

One Man's God Special: Syncretism

Wednesday, November 17, 2021

Review: Adventures Dark & Deep Book of Lost Lore

Adventures Dark & Deep Book of Lost Lore
Last week I reviewed that new monster book from BRW Games, Book of Lost Beasts.  Today I want to review the companion book from the same Kickstarter, Book of Lost Lore.  I went into this one less excited than I did with the Book of Lost Beasts, but not due to anything on the part of this book.  I am always more enthusiastic about monster books. I just have to make sure that I am not making unfair comparisons.  I will be making a lot of comparisons with this book and others, however.

Adventures Dark & Deep Book of Lost Lore

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 134 pages, full-color cover, and has black and white interior art.  The layout and art are a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Like the Book of Lost Beasts, this book carries the Adventures Dark & Deep banner, but it is not made for that game.  It is material from that game ported "Backwards" to the AD&D 1st Edition rules. So again like Book of Beasts, some of this material has been seen before, though not all in 1st Edition format/rules.  

Lost Beasts and Lost Lore

Much of the material does come from Bloch's "What If" game, Adventures Dark & Deep, and in particular, the Players Manual which itself was derived from BRW Games' very first product A Curious Volume of Forgotten Lore (now discontinued).  This is all acknowledged in the Preface of the book.  The selling point of this book is that it is all revised and edited for the "First Edition of the world's most popular RPG."  Not to mention the layout now favors the 1st ed feel rather than the Adventures Dark & Deep feel.

Though as we move on you will see that the biggest comparison that needs to be made is this book to the AD&D Unearthed Arcana.  

On to the book proper now.

This book is split between a Players' Section (close to 98 pages) and GMs' section (36 or so pages).

Players' Section

Dwarf blacksmith
This section covers new races, classes, and spells among other topics that I will discuss. 

Up first, the new races.  Here we are given three "new" races for player characters. These are the Centaur, the Forrest Gnome, and the Half-Drow, of which we get Human-Drow and Elf-Drow.  Those unfamiliar with AD&D 1st ed might be surprised to see level limits and ability limits for the races.  Some are pretty obvious, centaurs tend to be stronger but can't climb walls as a thief. Others are culture-based, drow women can advance more in most classes than their male counterparts due to their matriarchal society, but not as much as wizards since that class is not valued.  While back in the day we really ignored all these rules in AD&D (and they do not exist in 21st Century D&D) they are consistent with the rules and anyone who plays AD&D 1st ed exclusively will take to these easy.

The races seem balanced enough.  The centaur is a nice addition and one that really could go into AD&D well enough.  I personally have never had a desire to play one, but they do seem to work.  The forest gnome is also a good choice and a good option for people more familiar with 21st century D&D gnomes.  The coverage of the half-drow is very interesting and the stand-out of the three.  Given some other things I have crossed my awareness this past week or so I am wanting to try out a half-drow now.  I will need to come back to this one later on. 

Classes are likely the top feature of this book.  They are also the ones that we have seen before.  There are Bards, Jesters, Skalds, Blackguards, Mystics, Savants, and Mountebanks.  Let me repeat. While we have seen these before in other BRW products they are presented here as 1st Edition characters classes and as subclasses of existing 1st Ed classes. Except the Bard, the Bard is it's own class with the Jester and Skald as sub-classes of the Bard.  The Blackguard (or Anti-Paladin) is a subclass of the Cavalier to give you an idea where this book would "fit" into the AD&D 1st Ed lineup. 

It should be noted is a usable single Bard class.  No more advancing as a thief, fighter, and then druid to get to the bard, this is a straight out bard class.  The bard also has some nice powers too. The mystic class seems closer to the BECMI/RC version than it does to the monk.  It was also the focus of one of my very first "Class Struggles" features.   I am a little surprised we didn't see versions of BRW Games'  Necromancer, Witch, or Demonolater classes. Likey to keep these with the Adventures Dark & Deep game. 

From Classes, we move on to Secondary Skills. AD&D 1st Ed has never really been about skills outside of what your character class can do.  While back then I saw this as a problem, I am less inclined to think so now.  Still, a good selection of secondary skills are listed here and how they can be used. 

The next 35 or so pages are dedicated to new spells. Mostly these support the new magic-using classes, though some spells are cross-listed for other classes. 

The last part of the player's section is given over to combat and new weapons and armor.  The arms and armor described here do show an appreciated level of research.  One that would have made Gary and his 6 pages of pole-arms very happy.

Game Masters' Section

This section is not as large but still has gems; figurative and literal. 

making magic items
Up first are some guidelines for social encounters including reactions.  There are some alternate treasure rules that uses the same Treasure Type classification but breaks it down into different categories.  Both the original system and this system can be used interchangeably, even within the same game, with the Game Master deciding what works better at the time. 

There are some new magic items, with updated tables to include them. 

Finally some discussion on the game environment including ability checks. 

Honestly, the only thing it is missing to be "Unearthed Arcana II" is an appendix on the gods of the Centaurs.

Unearthed Arcana and Lost Lore

Some art has appeared before in other BRW books but all of it captures the Old-School gaming feel.

So. Who is this book for?

The obvious answer is for anyone that plays First Edition AD&D.  It should work fine with OSRIC, since that cleaves so close to AD&D, but not sure if players of Advanced Labyrinth Lord or Old School Essentials Advanced will get the same benefits. For example, both of those other games have a Bard class that works about the same.  That is not to say they would not get benefits from this book, it's just the base design principles are not 100% the same.

If you are a player of Adventures Dark & Deep then there is likely nothing new here for you.  But if you have those books and still play Advanced Dungeons & Dragons first ed. then there is enough here for you even if you can convert easily between the two games. 

If you play AD&D 1st ed then this is a great book and it will sit nicely on your shelf or on your table next to your other AD&D books. 

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a class or spell elsewhere.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

Monday, November 15, 2021

Monstrous Mondays: Illinois Hominids

The weekend before last I drove down to my parent's house to see my dad before his 92nd birthday (his doctor told him he'll likely live to a 100) and my sister for her 51st birthday.  Picked up a few books my sister had for me, mostly older occult books.  But driving through the state and back got me thinking about some more local horrors. I mean there HAS to be something interesting hiding in all those corn and soybean fields.  I also thought about how these creatures would work well in all the occult games I was talking about last week.  

Another thing is I love Bigfoot legends.  I don't believe any of them for a moment, but they are so great for games. Bringing these all together really helps capture the feel of the games I wanted to play in the early 80s. So for that D&D-loving kid in Central Illinois back in the 1980s who loved Bigfoot stories, this is for you. And by "you" I mean "me."

Sassy

Illinois Hominids

When one hears about Illinois the first thing that comes to mind are cornfields, Chicago, and spectacularly corrupt politicians.  One doesn't typically think of 10 ft. tall hominids.   But for the residents of Illinois, these creatures are not unheard of.  They have been spotted all over the state from the northernmost points to the far south point, nearly 400 miles. 

In nearly all cases these creatures try to avoid humanity.  Their great size and obvious strength would make them a threat to any group of investigators, but thankfully they have so far shown no particular desire to attack.  

Illinois Hominids like all species of sasquatches are large, nocturnal creatures that walk upright like humans.  It appears to be omnivorous but its preference is for vegetables and fruits found in the wild.

For this posting, I am going with "Illinois Hominids" as opposed to "Bigfoots" or "Sasquatches" since both of those terms are more associated with creatures of the Pacific Northwest.  "Skunk Apes" are more commonly referring to creatures in the Southern United States. 

I am also grouping creatures together that may, or may not, be classified as Sasquatches in other Bigfoot lore. Most of these creatures have only been reported once.

Dogmen of McHenry County

These creatures are 7" tall creatures that appear to be some sort of simian/canine/hominid hybrid.  Their defining feature is their dog-like faces.  Similar creatures have been sighted in adjoining Cook County, and as far south as Christian (nearly 250 miles to the south) and Woodford Counties. They are noted for their howls in the night.  Many scholars classify these as separate sorts of creatures. 

Cole Hollow Road Monster

Found in central Illinois this creature has been sighted near Peoria, IL, and might be related to the similar Farmer City Monster found further to the east.  This creature is grayish in color and stands 7"-8" tall.  It is quite reclusive and can hide in natural environments with 95% effectiveness and can never be surprised.  

Swamp Hominids of Southern Illinois

Several creatures occupy the lands at the far end of the state. Unlike the other hominids featured here these usually range to about 10' tall and tend to live near swamps or other wetlands.  They also have a smell that can be detected for a 100 yards, any closer and investigators suffer a -3 (or roll with disadvantage) on any attacks.  They share this feature with the Skunk Ape of the southern part of the country. 

These creatures include the Tuttle Bottoms Monster of Harrisburg, IL which also has an elongated snout.  Nearby Enfield in White County also has The Enfield Horror, a fast-moving hominid. 

The Abominable Swamp Slob, also known as the A.S.S., are found in Jackson County near the Shawnee National forest. It can emmit an ear-shattering shriek.  The most famous of these is the Murphysboro Mud Monster and "Sassy" the Shannee Sasquatch. 

RPG Stat Blocks

Basic Bestiary
Illinois Hominds
Basic Bestiary

Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [True Neutral]
Movement: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 6d8+18* (45 hp)
  Large: 6d10+18* (51 hp)
To Hit AC 0: 8 (+11)
Attacks: 2 fists or rock throw
Damage: 1d6+5 x2 or 2d8+5
Special: Camouflage, Howl (cause fear), Odor
Size: Large
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: None 
XP: 650 (OSE) 680 (LL)

Str: 22 (+5) Dex: 18 (+3) Con: 19 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)

The hominid can attack with two fists or throw boulders, much like a giant.  The hominid can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

Dark Places & Demogorgons
Illinois Hominids
DP&D, We Die Young

Armor Class: 15
Hit Dice: 6+6 (27 hp)
Move: On Foot - 18 (ignore rough terrain)
Actions: 2
Morale: 8
Terror: 12
HDE: 7

Attack Damage: Fist (d8), Slam (d8), 
Special: Large creature, 20 STR, Toughness +4, can run x4 Move, scream or howl can cause fear.

Bonuses: +5 to Melee attacks, +5 to Melee damage, +5 to Spot, +6 to Listen, +8 to Stealth, +2 to Initiative, +4 to Track.

Hug Attack: In combat, if he attacks with his fists and both hit, he will deliver a bone-crushing hug attack for an additional 2d6+4 hp damage.  A successful DEX check by the target will grant half-damage.

NIGHT SHIFT
Illinois Hominids
NIGHT SHIFT

No. Appearing: 1-3
AC: 6
Move: 40ft.
Hit Dice: 6-8
Special: 2 attacks (fist) Strength, Camouflage, Howl (cause fear), Odor
XP VALUE: 240 (6HD) 480 (7HD)  960 (8 HD)

Camouflage: The hominid can hide with 90% effectiveness.

Howl: The howl of the hominids causes a fear reaction to any that hear it. This is treated like the cause fear spell. This happens only when the hominid is first heard, subsequent encounters with the same creature do not have this fear effect.

Odor: Anyone coming within 10 feet of a hominid must succeed at a Constitution saving throw or be at -3 to all actions due to the overpowering stench.


Dark Street & Darker Secrets
Illinois Hominids
Dark Street & Darker Secrets

Dogmen of McHenry County  6HD

Cole Hollow Road Monster, Farmer City Monsters 7HD

Tuttle Bottoms Monster, Enfield Terror, Abominable Swamp Slob 8HD

Special Abilities: Howl causes fear. Stench causes disadvantages to attacks. Very strong, +4 to all attacks. 

Illinois Hominids avoid the cities at all costs.  

Links

Friday, November 12, 2021

Kickstart Your Weekend: Horror in Many Forms!

I have some great-looking Kickstarters for your consideration going into the weekend.  So's let get at it!

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

https://www.kickstarter.com/projects/ericfrombloatgames/survive-this-dark-places-and-demogorgons-rpg-hardcover?ref=theotherside

This is not for a new book but rather a hardcover option for the fantastic Dark Places & Demogorgons RPG. For this the original red hardcover art from the first Kickstart is available and the blue softcover art in hardcover format.

I have the blue in softcover and the red in hardcover, so I have to admit that the blue hardcover is very, very tempting. 

Moonlight on Roseville Beach

Moonlight on Roseville Beach

https://www.kickstarter.com/projects/r-rook/moonlight-on-roseville-beach?ref=theotherside

Now this "Queer Game of Disco & Cosmic Horror" has my attention.  I have known the designer, Richard Ruane, for many, many years. We have worked together in our days jobs at various companies for a while. He does great work.  He was one of the developers for White Wolf and worked a lot on their Mummy line. 

From the Kickstarter:

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a tabletop roleplaying game that brings together the supernatural investigations and monster hunting of the weird fiction tales of the 20s and 30s from pulp magazines like Weird Tales with the queer romance and adventure of the 50s, 60s, and 70s novelists like Ann Bannon and Joseph Hansen.

I would like to say "I was there" when Richard came up with this idea.  He was talking a lot about Ann Bannon online so I asked about her stories.  As per our normal conversations, the topic went to RPGs.  

In any case, I backed this one and threw in some extra cash so copies can be donated. 

Red Shoes: An Urban Fantasy Novel

Red Shoes: An Urban Fantasy Novel

https://www.indiegogo.com/projects/red-shoes-an-urban-fantasy-novel#/

This is not a game, but a new book Satyros Phil Brucato one of the lead designers (or really THE designer) of White Wolf's Mage. 

From the Indiegogo page.

After a friend’s mysterious death, Genét Shilling delves into the world of Red Shoes, a drug whose effects alter time, space, and form. That journey challenges all she thought she knew about herself and reveals how strange her world truly is.

Propelled by wide-eyed attitude and inspired by its author’s experiences with music, dance and metaphysical subcultures, Red Shoes presents an urban fantasy tale set in the Appalachian town of Riverhaven, where magic hides just out of sight.

Time warps. Modern bards. Sexual confusion. Grief and revenge.  

A dance begins.

The dance of Red Shoes.

It sounds fantastic. 

LYLITH & MARA Comic Book

LYLITH & MARA Comic Book

https://www.kickstarter.com/projects/620209721/lylith-and-mara-comic-book?ref=theotherside

Now this is right up my alley!  

From the Kickstarter:

“LYLITH & MARA” are twin sisters and the original Vampire and Succubus from who all other vampire races were evolved from. Born and raised in “The Dark”, their destiny seemed clear cut until on the age of their “becoming” when something within them stirs. A conflict between power and desires struggles with a morality of a soul they didn’t realized existed.

This also looks like a lot of fun.  Sure some of the cover art is cheesy, but I think it is cheesy, or cheese cakey, on purpose. So that is fine.

It looks like something that would work well with my Mara witch book.

Thursday, November 11, 2021

Plays Well With Others: Modern Occult Horror Games

Been thinking a lot about all the modern supernatural games I have (and I think I have all of them) and in particular the ones that have come out from the Old-School gaming scene.  These games all cover roughly the same sort of topics and themes but they all do them in different ways that I keep thinking they would all work great together. 

OSR Modern Occult Horror RPGS

In other words, it sounds like a perfect topic for a Plays Well With Others

So the games I am talking about are Dark Places & Demogorgons, We Die Young, Dark Streets & Darker Secrets, and my own NIGHT SHIFT.  These are the big modern supernatural, occult horror games from the OSR. 

I have reviewed these games in the past.

Obviously, I have not reviewed NIGHT SHIFT. Reviewing your own game is incredibly tacky and remarkably dishonest. 

I have covered many of these games in other Plays Well With Others too.

With the addition of Dark Streets & Darker Secrets to my occult library, I wanted to revisit some of these ideas. Though I want to take a different approach today.

With this Plays Well With Others, I am going to mention each game and talk about what can be used from that game in any of the other three.  In some cases, this is easy like moving from Dark Places & Demogorgons to We Die Young which are essentially the same system.  In others, it will be converting characters from one system to the other. 

At the core of all four games (three systems) is the old-school, the OSR, design.  All of these games have the same "godfather" as it were in Original or Basic D&D.  They have the same uncle (mother's brother), the d20 SRD. And their mother is all the D&D games we all played and the supernatural, occult, horror and urban fantasy media we consumed when not playing. 

Dark Streets & Darker Secrets
Dark Streets & Darker Secrets 

This is the newest game, for me, and the one on my mind the most.  Thankfully it is also the one that has the most to offer all the games.  

For starters, the classes can be imported rather easily into the other three games.  In particular the Tough, the Nimble, and the Smart can be used as subtypes of the Veteran or Survivor in NIGHT SHIFT or as a class in We Die Young.  Maybe not so much for DP&D since those are supposed to be kids. The Gifted of DS&DS is similar to the Supernatural in NS.

The real gift of DS&DS is all the tables.  Someone online described the game as a great toolkit game. Some of the best ones to use in all games are the Complication table (p.20), Weird Items (p.32- 33), almost all the Gear. The Magic and Psychic backlash tables are also fun. ALL the artifact tables. The various "signs" in Chapter 7.  In fact, pretty much all of Chapter 7 to be honest.

Survive This!!

Both Dark Places & Demogorgons and We Die Young from Bloat Games use the same Survive This!! basic rule system, so right out of the gate they are compatible with each other.   Dark Places & Demogorgons focuses on kids in the 1980s and We Die Young on young adults in the 1990s.  So there is a continuum there for any that wish to use it.  There are plenty of "classes" in both games that can be used and mixed and matched.  Like DS&DS there are a lot of great toolbox-like tables and ideas that can be imported into another game.

I can easily see a game then of people in their 30s in the 2000s with large chunks of DS&DS mixed into the Survive This!! system.  Would this game be called "Survive This!! Dark Streets" or "Dark Streets, Dark Places, Darker Secrets & Demogorgons?"  I don't know, but I LOVE the idea of kids experiencing weird shit in the 80s, taking a bunch of drugs to forget them in the 90s (both DS&DS and WDY have these) and finally having to deal with this shit all over again in 2000-2020s as older adults.  Very "It" if you think about it.

Dark Places & Demogorgons We Die Young

The jewel though in the Survive This!! (and there are many) though HAS to be the DP&D Cryptid Manual.  DS&DS takes a toolkit view on monsters.  NIGHT SHIFT has a minimalist view (a very OD&D view if I can add) on monsters.  But the Cryptid Manual gives us a proper monster book.

Of note. Both DS&DS and We Die Young use the newer D&D5-ish Advantage and Disadvantage mechanic. Albeit in slightly different ways.  I have been using this in NIGHT SHIFT as well and find it works better for me than a simple +3 or +5 to rolls

Also, both games have a Madness mechanic.  I like the one in We Die Young much better.  Bits from DS&DS could be added to this, but in general, I think I'd use the one in WDY. 

We Die Young also has some really cool races that can help fill out the "Gifted" of DS&DS.

Don't forget you can get the new Hardcover version of Dark Places & Demogorns on Kickstarter now.

NIGHT SHIFT: Veterans of the Supernatural Wars
NIGHT SHIFT: Veterans of the Supernatural Wars

I talk a lot about NIGHT SHIFT here and with good reason, I am quite proud of the work I have done it.  It fills the void in my life left by the Buffy RPG and everything I wanted from all three editions of Chill, but never exactly got (no slight on Chill, fantastic game), a little more approachable and less nihilistic than Kult, and none of the baggage of The World of Darkness (though I do get the urge to play that again.  My oldest want to give it a try sometime).

Dark Places & Demogorgons makes some assumptions in the game that makes it what it is.  The characters are kids and there is also the Jeffersontown setting, all of which are central to the game and make it work.

Dark Street & Darker Secrets is on the other end of the spectrum with no assumed setting other than "The City" which also works fantastic for this game and one of it's great strengths.

In between those two, we have NIGHT SHIFT (and We Die Young, but I'll get to that).  NIGHT SHIFT does not have a default setting. There are different levels of difficulty you can configure the game in, Cinematic, Realistic, or Gritty.  DP&D would be Cinematic, DS&DS is the poster boy for Gritty, and WDY is around Realistic.  So I would use ideas from those games to inform my choices in the three levels of NS and vice-versa. 

What NIGHT SHIFT has to offer these other games are our "Night Worlds" or mini-settings.  Any of these can be used in any of the other games and the other games can be used to add more details.  Jason's "The Noctnurmverse" can be supplemented either by or used in DS&DS.  The "City" in DS&DS becomes the Noctnurmverse's Pittsburgh.  Or dialing back the Way-Back Machine use it with We Die Young in the 1990s.  My own "Generation HEX" benefits from the ideas on playing kids in DP&D.  You could even take Generation HEX and play it as a DP&D setting if you wanted.  My "Ordinary World" can be used in DS&DS IF you ever decide to move out of the city into the suburbs. 

I already talked a lot about how NIGHT SHIFT and Dark Places & Demogorgons can be used together.  The same logic applies when adding in the other two games.  In fact one place where this might work great is my own Sunny Valley, OH game of the Buffyverse in the 1980s rather than the late 90s/early 2000s.  This works well since a.) NIGHT SHIFT was made to fit the "Buffy-shaped" hole in my life and b.) DS&DS takes a lot of cues from and was influenced by Buffy in all media.  I might just be the best melting pot for all these games. Or crucible. Time will tell.

Putting it All Together

Honestly, there are just too many ways to combine these four games into something you can use.  Start with one and add what you need.  Start with two and be pickier about what you add from the others.  One of the ways I am using it is in my Life-Path Development ideas. Each game represents a different point the characters' lives and each is used to model that time.  The obvious reasons are that DP&D takes place in the 80s with kids, WDY in the 90s with younger adults, and DS&DS and NIGHT SHIFT go beyond that.  To go with personal experience, I was living in Chicago proper in the mid to late 90s and then in the suburbs after that.  To use my ordinary world example my progression would look like this:

DP&D (high school, small town) -> WDY (college, college town) -> DS&DS (grad school, city) -> NIGHT SHIFT (adulthood, suburbs).

In a weird way, it makes sense to me.  But I am not stating up myself. I don't live in a magical world, I live in this one.  BUT I do have my Drosophila melanogaster of these sorts of experiments, Willow and Tara.   I have done stats for them for Dark Places & Demogorgons and NIGHT SHIFT.  Doing ones for We Die Young and Dark Streets & Darker Secrets would be easy enough.  BUT.  Those are not the same characters really. They fall under my "Alternate Reality" versions rather than "Lifespan or Lifepath Development."   Though doing DS&DS versions of Willow and Tara should be in my future.

No for this I need a character that has been around for a while, for that I am going to have to turn to my Iconic Witch Larina.

Larina Nix

Fortunately for me, the witch is one of the few character classes/archetypes/concepts that can be found in all these games (the weird psychic is as well, but witches are my thing).  So building a witch feels right.

I worked up all the sheets and this is what I ended up with.  Purple is the color of all of Larina's sheets. Click for larger. 

Dark Places & DemogorgonsWe Die YoungDark Streets & Dark SecretsNIGHT SHIFT

Dark Places & Demogorgons

It's 1984 and Larina is 14 and 4th level.  She lives in a small town where her mom runs a spice shop and her dad is a Professor of Anthropology and teaches music.  She is called "creepy girl" by the kids in school.  At this point, she is shy and can't quite understand why others can't see the strange things all around them. 

Most of these adventures are of the "Scooby-Doo" sort; short ones that are resolved by the end.  Easily Monster of Week sorts.

We Die Young

We are moving to the early 90s now and she is 7th level. Larina is in grad school and is now Larina Macalester. She was married at age 19 but obviously, it is not working out well.  She is living in Chicago while her estranged husband is still living in Ireland. Her stats nudge up a little but she largely is similar to her 1DP&D version.  There are some differences between the two types of Witch classes (and DP&D still has others) but nothing I consider earth-shattering.  I did get to add her two tattoos. One is a protection tattoo (a large Triple Moon Goddess on her back) and one on her left wrist that allows her to cast a magic bolt. 

Dark Streets & Darker Secrets

Things are getting darker.  Larina is now 35, 10th level, and back to going back to using "Nichols" as her last name.  Her complication is she is hiding from her ex-husband who was in the IRA.  (NOTE: I actually played through this back in the early 2000s.  The big twist was that while she was hiding out, her ex had moved on and was living his own life with his new wife.)  I wanted to use my new idea for Sanity by having it as Intellect +  Willpower /2. BUT for Larina here both scores are 17 giving me an average of 17. 

NIGHT SHIFT

Here is the one closest to my heart, obviously.  She has more spells, but this is expected at 13th level. 

As expected the powers don't always match up right and I could have taken more care in aligning the spells with each version. But I figure that these changes can be chalked up to learning and experiences.  I do feel that all versions reflect the character at the time well.   

Looking forward to trying this with other characters to see how they work out. Also, I am keeping all of these books together to use as needed.  By themselves, they give me a wonderful experience. Together they give me an epic experience.

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