Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 27 December 2025

An Intriguing Invitation

This is a beautiful artefact. Inside the stark black and alabaster box is a cornucopia of gaming content and again, all of it is beautiful. This includes a small white silk bag—almost like a wedding favour—containing two six-sided dice that are done in the style of early nineteenth dice. Below that is a hard back book. This is the fifty-four-page ‘Archeterica Invitation Rules’. Linen finish and heavy stock paper with line art. Below that is the first of three scenarios. These are ‘Game Scenario: The Good Mayor’, ‘Game Scenario: The Bastinarys’, and ‘Game Scenario: Shady Deals in Strange Alley Ways’. Each of these is sixteen to twenty-pages long and again printed on heavy paper stock, but with sturdy card covers with a linen finish. There are two envelopes. One contains nine quite lovely handouts, whilst the second contains character sheets for six pre-generated Player Characters and six blank sheets, all of which are on sturdy paper stock. Penultimately, there are thirty-four standees and twenty-four counters, the former depicting the six pre-generated Player Characters and NPCs in the three scenarios. These are laser-cut on wood. Lastly, there is a Combat Status Chart which tracks the position of the Player Characters and the NPCs and their actions in combat. Along with a letter from the publisher, this is everything in Archeterica: The Invitation. Everything is delightfully tactile and again, it is a beautiful artefact.

Archeterica: The Invitation is published The Imago Cult following a successful Kickstarter campaign. The Ukrainian roleplaying game describes itself as the ‘game of genteel conspiracy’. It is set at the Dawn of the New Times. The opening years of the nineteenth century as the world is beset by revolution and occultism. The Industrial Revolution brings changes to the daily lives of workers, bankers, and the increasingly rich industrialists, whilst actual revolution brings about political change as bright young republics burst in existence alongside the older, staid monarchies and colonial powers. All of this takes place on the Disc, for no sailor is yet to brave the edge and beyond to see whether some scholars’ claims that the world is a sphere is true. The Old World lies in the west, its continents of Adriano and Al-Avid being similar to Europe and the Near East, respectively, whilst the New World is in the east, its continents of Salmandia and Graaldo being similar to Africa and the Americas, respectively. This is an alternate world in a Napoleonic Age of its own.

This is no mundane world though. It is full of secrets and conspiracies and the paranormal. Proper society dismisses such subject matters and discussions of them as being the realm of the fool and foolishness, often pointing to the countless charlatans, pseudo-scientists, and straight-up madmen that indulge the gullible or indulge themselves in such matters to no good end. Yet there is hidden truth in the occult and the Unearthly is real. Curses are real, paranormal abilities are real, rituals that take months of study and research that when enacted have the potential to grant enlightenment or change the movement of the heavens are real. Artefacts known as ‘Diablica’, perhaps ritualistic or occult objects or devices employing technologies not yet known, brought home from the New World or constructed by the enlightened (or the mad), continue to fascinate both researchers and collectors, yet their possession is banned by churches and governments alike. The authorities consider such artefacts dangerous sources of spiritual corruption and fear the powers they grant lest they be turned to revolution. Yet interest in the occult and diablica is rife, with amateur occultists forming local societies of their own to research and discuss such matters, their interests often benign, but all too often becoming a danger to themselves and others. Other societies have transcended mere parochialism, growing in power and influence, abutting, competing, and feuding with not just other occult brotherhoods, but also secret political and criminal organisations. Fear and suspicion of these secret cabals is fuelled by the sensationalism of the yellow press which sees and blames conspiracies everywhere.

The elevator pitch for Archeterica: The Invitation is The X-Files in the Napoleonic era. It is not though a roleplaying game about alien invasion or the fear of alien invasion, but rather a roleplaying game of Napoleonic conspiracy and the occult. Inspired by the television series Sharpe and Taboo, the film The Prestige, the Assassin’s Creed series of computer games, Archeterica: The Invitation casts the Player Characters as seekers of enlightenment, occult researchers, conspiracy theorists, and so on, who investigate both signs of the occult and conspiracy and work to prevent either from having too strong an influence on society.

A Player Character is defined by a concept, Narrative Attributes and their associated Talents, Burdens, combat skills, and inventory. The concept is who he is, whilst each Narrative Attribute represents an area of expertise or knowledge, profession, background, or previous experience. For example, a student radical might be represented by the ‘Student’ and ‘Firebrand’ Narrative Attributes, muckraking yellow journalist by the ‘Agent’ and ‘Journalist’ Narrative Attributes, and dilettante occultist by the ‘Aristocrat’ and ‘Occultist’ Narrative Attributes. Talents are the skills associated with a Narrative Attribute. Burdens are his personal flaws and weaknesses and are rated I, II, or III depending on how much of a hindrance they represent. Archeterica: The Invitation gives four options for combat skills—‘Fine Choice’, ‘Resourceful Ranger’, ‘Artful Daredevil’, and ‘Peaceable Socialite’.

Ottilie van Tulleken
Concept: Campaigning Journalist

GENTLE FOLK
Мanners II, Etiquette I, Social Connections I

JOURNALIST
Journalistic Reputation I, Subtle Bribery I, Reporting II

DETECTIVE
Information Gathering I, Sharp Eye I

BURDENS
Feminist II, Adventurism I, Vanity I

COMBAT SKILLS – PEACEABLE SOCIALITE
Classic Fencing II, Shooting I, New Beginnings 2, Instinct 3

INVENTORY
Pocket Pistol, Dagger, Umbrella, Small Set of Tools (lockpicking kit) Aristocratic Wardrobe, 1 mark in savings

Archeterica: The Invitation does detail several Narrative Attributes and their Talents as well as sample Burdens. A player is free to pick these or create his own and they do give a surprisingly wide choice. The creation process is not fully explained however, and it is only clear from the example that ranks are applied to the Talents. It does include some tables for character ideas, suggesting a character’s home country, social class, and former secret society. The entries for the table of home countries do draw parallels between the nations of the Disc and those of our Napoleonic era. Alternatively, the players can instead use the pre-generated Player Characters included in Archeterica: The Invitation. They include a ‘Gentleman Incognito’ with the Narrative Attributes of ‘Gentleman’ and ‘Malefactor’; a ‘Barricades Queen’ with the Narrative Attributes of ‘Revolutionary’ and ‘Commissar’; a military ‘Pioneer’ with the Narrative Attributes of ‘Sapper’ and ‘Expeditioner’; a ‘Foreigner’ with the Narrative Attributes of ‘Secret Broker’ and ‘Mystic’; a ‘Modern Day Hero’ with the Narrative Attributes of ‘Doctor’ and ‘Businessman’; and a ‘New Times Child’ with the Narrative Attributes of ‘Courier’ and ‘Opportunist’.

Mechanically, whenever a player wants his character to undertake an action in Archeterica: The Invitation, he rolls two six-sided dice, attempting to beat a Narrative Test Difficulty Level, which ranges from three and ‘Trivial’ to twelve and ‘Desperate’ with eight and ‘Challenging’ being the median. A player can lower the Difficulty Level by using his Talents, but the Game Master can increase it depending upon the character’s Burdens. Talents at Rank II or Rank III also enable a player to ‘Flip’ a roll, that is, to Flip it up or down, by turning the dice over to reveal and apply their reverse faces. In general, a player will want to perform an Upward Flip to have his character succeed at a task, but certain situations might mandate a Downward Flip. A player may only perform an Upward Flip once every twelve hours and it always incurs a complication of the Game Master’s choice. This might be to suffer Stress, which if ever reaches twelve means that the Player Character breaks down under the mental trauma, but it could also be a time delay, a loss of reputation, and so on.

In comparison to the core mechanic, combat in Archeterica: The Invitation is more complex. Actions require the expenditure of Action Points, whether that is step from one hex to another, run, aim, shoot, reload, cock a weapon, and so on. However, the number of Action Points a combatant has each round is rolled randomly. An attack requires a Mastery Test determined by comparing the attacker’s Mastery against the target’s Difficulty and rolling equal to or higher than the given target value. Although there are plenty of firearms listed, fencing is the preferred form of combat. It allows a combatant to attack as well as react to an attack against him. Such a reaction also costs Action Points, so it is wise to save some for that very purpose. Five styles are given, including ‘Classic’, ‘Savage’, ‘Court’, ‘Knightly’, and ‘Trickster’, and each comes with its form of attacks, reactions, and stances, all with their own Action Point costs.

Success indicates a successful strike and damage is rolled on two six-sided dice—for all weapons and attacks, though it can be modified depending on the weapon or type of attack. Some armour is available, which blocks damage, but all Player Characters have twelve Endurance Points whilst NPCs have ten. When a combatant’s Endurance is reduced to zero, it indicates that he has suffered an extra effect, the severity depending upon the amount of damage inflicted with the blow that reduced his Endurance to zero. This might be an insignificant scratch, being knocked out, receiving a scar, a severe wound, or death. Once every twelve hours, a player can Flip Down the damage his character receives in a single blow to reduce it. Each combatant’s number of Action Points and Endurance Points can be tracked on the Combat Status Chart.
Ottilie van Tulleken is conducting an investigation in a rookery when she is set upon by Albert, a thug who does not like her poking her nose into things. Albert has ten Endurance Points as an NPC, plus Savage Fencing II and is armed with a club that does three to seven points of damage (2d6/2+1). In the first round Ottilie has five Action Points and Albert has ten! Albert opts for a Battering Assault as part of his Savage Fencing Style. It costs him seven Action Points and will leave him with three. This enables him to attack twice. Ottlie opts for a Clean Block as a Reaction, using her umbrella. It costs three Action Points and will leave her with two. Not enough to repeat the action though. The Target Difficulty for Albert is seven because Ottilie has Classic Fencing II, which reduces it to five. Similarly, Ottilie’s Target Difficulty is also seven because of Albert’s Savage Fencing II and her Classic Fencing II. The Game Master’s Mastery Test for Albert’s first Battering Assault is ten, meaning his first punch lands, but Ottilie’s player’s is twelve meaning she blocks the first blow with her umbrella. For Albert’s second Battering Assault, the Game Master’s Mastery Test is nine and his second connects. This time Ottilie cannot defend against it and the Game Master rolls for damage. This is on two-sided dice and halved because it is non-lethal. The Game Master rolls ten and Ottilie’s Endurance Points are reduced to seven.

In the next round, Ottilie’s player rolls eight for Action Points, whilst the Game Master rolls four for Albert. With little he can do, Albert backs off, but not before Ottilie thwacks him one with her umbrella. This is a standard test and her player’s Mastery test result is six, meaning that she has succeeded. Unable to defend himself, Albert takes five points of damage from the Thrust. Ottilie still has four Action Points to spend. In turn, she uses two Action Points to draw her pocket pistol, another to aim it, and her last one to cock it. Albert finds himself at the point of her gun and steely gaze when she asks him, “Who sent you to lay your hands on me?”
Throughout, a Player Character can suffer Stress, which is tracked on a twelve-point scale, from ‘Clarity of Mind’ to ‘Onset of Madness’. The Game Master imposes Stress upon the Player Character, anything from a minor misfortune like the death of an acquaintance, worth one or two points, to the five or six points from the loss of a loved one, regarded as a major tragedy. That said, a Player Character resist Narrative Stress by making a Desperate Test, halving the number suffered, and when suffering an Archeshock from encountering the Unearthly, a Player Character can force himself to forget the experience and replace the memories of it with something mundane, or retain it and suffer the Stress. In the long term, taking a holiday or engaging in a hobby can reduce Stress. If however, the Player Character’s Stress exceeds twelve, he does go insane and he gains a point of Deep Stress, which cannot be removed. The nature of the insanity is a matter of discussion between player and Game Master, giving the player control over the effects. Should a Player Character’s Deep Stress also rise to twelve, the madness is permanent and he becomes an NPC. One side effect of Stress is that if the Action Point roll in combat is under a Player Character’s Stress level, he panics rather than acts.

In terms of Player Character development, players are rewarded three types of points. The first is Narrative Points which are used to buy and improve Talents. The second are Combat Points, used to improve Combat Techniques. The third are Burden Points which can be exchanged for Narrative Points, Combat Points, or used to reduce a Player Character’s Stress. The neat aspect is that the higher the Ranks of the Burden and the more of a hindrance, the better this exchange rate is. Although more complex than simple Experience Points, this encourages players to roleplay all aspects of their character as they will be rewarded for doing so.

Mysticism is the study of occult secrets and otherworldly knowledge, found in the whispers spread in the most select salons, in spirits that haunt the edge of vision, and tomes of esoteric knowledge that appear to be nothing more than the ravings of the deluded. However, the line between delusion and the actuality of the Unearthly is uncertain, giving scope for the charlatans, the believers, mystics and occultists, and the unfortunate who have been driven mad by their experiences. Archeterica is the pseudo-scientific study of Occultism and all that relates to the Imagosphere, the otherworldly plane of ideas and images, the Hexen Cauldron where the boundary with the Imagosphere is at its weakest and where most Diablica are found, and the Vladyfus, the ethereal rulers of Otherworld who have attained True Enlightenment and who most occultists want to emulate. All beings and some artefacts have an Imago, their esoteric essence and reflection of their soul. This is manifested in mystics, otherworldly entities, and artefacts as their mystical powers and represented by Imago Strings, ranging from between one and twelve. The greater the number of Imago Strings, the greater an Imago’s power.

For the Player Character, it is possible to increase the number of Imago Strings he has. To do so, he has to acquire Focus Points, whether through spiritual practices, studying occult literature, suffering shock enlightenment, or experiencing events of historical significance that further herald the Dawning of the New Times. He can also purchase Mystical Abilities such as Intuition, Manipulation, Fortune’s Favourite, and Anomaly Compass. Only six such Mystical Abilities are detailed and they are relatively low key in their application. As with the capacity to either ‘Flip Up’ or Flip Down’, they can only be used once every twelve hours. Conversely, a Player Character or NPC can gain a Metamorphosis, the mystical manifestation of a sin that they have committed, such as hearing ‘Wicked Voices’ or suffer ‘Sinner’s Shame’. There are ways of Absolving yourself of a Metamorphosis and its sin, but this would be a demanding task.

Rounding out the ‘Archeterica Invitation Rules’ are details of several of the Shadow Clubs, Shadow Leagues, and Shadow Empires lurking across The Disc. These are its secret societies, from local clubs to grand conspiracies, such as ‘The Evercourt’, the society of aristocrats and kings and queens, many of whom who have been forced into exile following revolutions; ‘The Blackwater Marauders’, Strangers from the other side of The Disc who have inveigling their way into societies across this face of The Disc; and the travelling warlock communities known as ‘The Wandering Cities’. Each description includes details of known agents, known vassals, and associated conspiracy theories.

‘Archeterica Invitation Rules’ is surprisingly comprehensive, but far from complete. The secret societies details are large rather than small and there is no advice for the Game Master or any discussion or presentation of any threats. So, no monsters or NPCs. The description of the occult is understandably brief, but one of the pre-generated Player Characters does have Mystical Abilities that will show off that aspect of the setting in play. However, what Archeterica: The Invitation does have is three scenarios. Each of the three comes with a good introduction, some character hooks that can be used to get the Player Characters involved, a breakdown of the plot, the dessert, and handouts. Some also include some lore as well, but the ‘dessert’ actually gives the supplementary information for the Game Master, including the stats for any NPCs or Imago.

The first of these, ‘Game Scenario: The Good Mayor’ is designed as an introductory scenario that can be played through in a single session. The Player Characters are employed by the Senate Special Services in the small town of Tsaplyny in the Brasian Republic to stifle any news of the death of the town’s mayor. It quickly escalates into a search for the body and a race to get a new one! The second, ‘Game Scenario: The Bastinarys’, switches the action to the end of the eighteenth century during the revolution in the Spohledian Protectorate that led to the founding of the Brasian Republic. It takes place in the capital of Bramastadt where the Revolution Commissary appoints the Player Characters to take control of the Bastinarys, the city’s royal fortress prison. They have to decide which faction they need to align with and free the prisoners previously incarcerated by the monarchy. Unfortunately, one of the inmates is much more than they expect and ultimately, they need to avoid ending up being executed by the Revolution Commissary. The third scenario is the most sophisticated of the three. ‘Game Scenario: Shady Deals in Strange Alley Ways’ begins with the Player Characters in possession of a mystical tome as they attempt to find a seller in Bramastadt without attracting the attention of the authority. Each of the scenarios in their own way deal with the occult elements of the setting, but not the conspiratorial elements. That will have to wait for a fuller longer scenario or game.

Physically, Archeterica: The Invitation is—as already mentioned—lovely. The quality is amazing and the artwork is superb. The writing is not always as clear as it should be, but the examples of play help illustrate the rules and make it easier for the Game Master to grasp them. Of course, it is so lovely that really, as the Game Master, you do not want your players getting their grubby little mitts on it.

As a starter set, what Archeterica: The Invitation is missing is perhaps ready reference material for both the Game Master and her players. Some tables and explanations of what various aspects of each Player Character are and how they work would have been useful. The setting itself probably does not receive as much attention or explanation as it should, and in places the rules really rely upon the examples to impart full understanding of them.

Of course, what grabs the reader first about Archeterica: The Invitation is its stark physicality. This is a gorgeous boxed set whose contents are genuinely delightful. Yet this is not just a pretty box with pretty contents. Inside the very well appointed quick-start not only makes a ‘I want to play now’ elevator pitch of a Napoleonic-era meets The X-Files world of the occult and conspiracies, but whilst not quite perfect in its execution, delivers on that promise. Archeterica: The Invitation is absolutely worth accepting and it would be impolite not to try this, the introduction to the first Ukrainian roleplaying game to reach the English-speaking hobby.

So Whose Dare is This, Anyway?

There is a very early meme called ‘Realmen, Real Role Players, Loonies, and Munchkins’. In this meme, players are classified into the four categories and the types of roleplaying games they would play, their favourite elements of those roleplaying games, and how they would play them. It originally dates back to 1983 and so its references are all from the eighties. For example, for ‘Favourite 1920s RPG’, the responses are, ‘*Real Men* play Gangbusters’, ‘*Real Roleplayers* play Call of Cthulhu’, ‘*Loonies* play a variant Spawn of Fashan’, and ‘*Munchkins* play anything by TSR’, whilst for ‘Favourite Dungeon Activity’, the responses are ‘*Real Men* fight Dragons as old as the world itself’, ‘*Real Roleplayers* bluff the Ogres’, ‘*Loonies* tell dirty jokes to Green Slime’, and ‘*Munchkins* do whatever gives the most experience/rip each other off’. Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party very much plays into that type of humour—the *Real Men* will be up for the challenge, but will probably fail to get the humour, the *Real Roleplayers* will embrace the challenge because their character is a good sport, the *Loonies* will do it just because, and the *Munchkins* will do it for the Experience points.

Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party is published by Loke BattleMats. Although it has form this kind of humour, having previously published The Deck of Many Insults, the publisher is better known for its volumes of maps such as Big Book of Battle Mats: Rooms, Vaults, & Chambers and Castles, Crypts, & Caverns Books of Battle Mats. Now Dumb Dares & Silly Side Quests, as with The Deck of Many Insults, does sport a content warning in its cover and it does state it suitable for players fourteen years old and older, due to its mature content. It also states that
that it is ‘5E Compatible’. To be honest, the degree of mechanical compatibility, let alone rules, is actually very low, and the cards in this box will honestly work as well with any Dungeons & Dragons-style roleplaying game and any retroclone, not just Dungeons & Dragons, Fifth Edition.

The idea behind Dumb Dares & Silly Side Quests is simple. Each player and each NPC—important NPC—races to complete three dares and do so in-character. Completing a Dare earns the player or NPC a reward. In terms of Dungeons & Dragons, Fifth Edition, this can be Inspiration, Advantage on a roll, Experient Points, the benefits of a Short Rest, or some loot. These are suggestions only, and in terms of rules compatibility, that is about as far as Dumb Dares & Silly Side Quests goes in being ‘5E Compatible’. And even then, these suggestions work as inspiration for the Game Master of another roleplaying game.

The rules to
Dumb Dares & Silly Side Quests are just as simple. Explained on two of the game’s one-hundred card deck, at the start of the session or adventure, the players and the important NPCs receive three cards. The player or NPC who completes the most not only receives the individual rewards for completing dare cards in-game, but wins the game of Dumb Dares & Silly Side Quests too. The rules themselves are very simple and to be fair, it is what is on the Dare cards that matters.

Each Dare card is split into two parts. The top tells the player what the dare is, whilst the bottom half suggests ways in which the player might complete the dare. The player is free to follow the given suggestions or have his character complete the dare however he wants. The Dares include, “Get to know your companions in the worst possible way.” with the suggestion of, “So, whose parents are the most disappointed in them and why?; “Refer to a companion as they are not present/deceased.” with the suggestion, “It’s what Dan would have wanted”; “Translate what the pigeon are saying (it is all swears, taunts and insults).” with the suggestion, “That pigeon really hates your mother…”; “Keep a score card, ranking your companions.” with the suggestion, “That’s minus two points for not spotting that trap Dan, making you the new worst party member.”; and “Use only taste and smell to search for clues or answers.” with the suggestion, “Traps, locks, hidden keys? Lick your way to answers…” Most of these are entirely player-driven, but in some cases, like the last Dare involving searching for clues using only the senses of taste and smell, they can involve the Game Master too, as she has to tell the player what it is exactly that his character is smelling or tasting.

Physically, Dumb Dares & Silly Side Quests is simply presented. The rules are easy to grasp and the content of the cards is easy to understand.

Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party is silly. So silly that it will disrupt a normal game, unless that game already includes the type and amount of ridiculous humour that Dumb Dares & Silly Side Quests is all about. So best then, to use Dumb Dares & Silly Side Quests as an occasional treat or special event. Perhaps for April’s Fools Day, a dream sequence, or when the Player Characters are all caught up in the effect of a prankster’s magic? Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party will definitely encourage some fun, silly roleplaying, but is best used in moderation or ideally, under special circumstances, to avoid spoiling that fun.

Friday, 26 December 2025

Gnashers & Nazis

Punching Nazis. Shooting Nazis. Blowing up Nazis. Setting Nazis on Fire. Scare Nazis. Bite Nazis. Then feed on their blood. It is 1943 and as Hitler brings about his dire plan to create Werewolf soldiers, the British government decides to strike. Not with its brightest and its best, but its darkest and its worst. Under the command of F.A.N.G., a single RAF bomber will drop six crack commandos onto Paris in their drop-coffins. Each drop coffin contains a vampire. Their mission? Cut a bloody swathe across the City of Light, kill Nazis and feed on their blood. Once enriched, they are to storm the Eifel Tower and climb to its top where Hitler has his personal Zeppelin moored. Once aboard, they are to kill Hitler, drink his blood, and stop his Nazi werewolf programme. This is Inglorious Basterds meets The Suicide Squad in a sanguinary splatterfest in an alternate World War 2 and the setting for Eat the Reich. This is a pulp-action horror one-shot storytelling roleplaying game or a scenario with some roleplaying rules attached, published Rowan, Rook, and Decard, best known for Spire: The City Must Fall and Heart: The City Beneath. Intended as a fun and cathartic punch-up of a game of evil action delivered on an even greater evil, Eat the Reich does not so much wear its heart on its sleeve as bare its fangs and tell you to hold still whilst it bites you.

To be fair, the elevator pitch for Eat the Reich, as hard as it punches, it is not the first thing that grabs the reader. What grabs the reader is the crazed eyes staring out of the cut-out in the front cover. After that, it is the colours used—vibrant swathes of neon pink, yellow, and blue that continue right through the length of Eat the Reich. This is technicolour in all of its comic book exuberance and brio, that in case of the front cover hides a frightened looking monster. And it is monsters that Eat the Reich makes a case for playing, noting that it is monsters preying on monsters that even more monstrous. It includes the by now traditional advice on safety at the table, covering the X-Card and Lines and Veils, but goes beyond that to ask the Game Master and her players what is acceptable in their game. Anti-hero vampires invading occupied France, feeding on blood for the power it gives, killing and feeding fascist, are all fine. Murdering innocent civilians and acts of fascism are definitely reserved for the villains of the piece. Although there are boundaries that it definitely sets—primarily sexual violence and violence against children—Eat the Reich examines others to help guide a playing group what it is and is not acceptable at its table taking into account religious sensibilities as well. It backs this up with an ‘Evil Calibration Checklist’ that a group can work through before play.

Unfortunately, the response of some to this advice—which goes further than most roleplaying game—is to see it as unnecessary moralising, especially in a roleplaying game that only runs to seventy or so pages. Perhaps in a longer roleplaying game it might not have been so prominent. On the other hand, it is not bad advice and in the context of the game, it is really only going to ask everyone to think about their limits and their expectations. And ultimately, like any advice, the Game Master and her players are free to accept it or reject it as is their wont.

Although there is advice on creating Player Characters or rather adapting the pre-generated ones, Eat the Reich really is about playing its six pre-generated Vampire Commandos. They consist of Iryna, a noble woman who is a crack shot and wields a mesmerising dark glamour; Niclole, resistance fighter and saboteur who likes blowing things up; Cosgrave, Cockney spiv and necromancer on the run from East London’s undead mafia; Chuck, a fan of cowboy films pulled out of prison to go on the mission; Astrid, ex-fighter pilot with a parasitical soul wrapped round her heart who can command spirits and hunts with a greatspear; and Flint, a half-human, half-bat who can fly and rarely speaks.

Each Vampire has seven stats—Brawl, Con, Fix, Search, Shoot, Sneak, and Terrify—rated between one and four. He will also have some equipment each marked with a number of use boxes; four Abilities, some of which require the expenditure of Blood, some of which require a player to roll and assign a Special to it; Advances when he learns from the campaign against the Nazis; and Injury boxes. For example, Iryna has an ‘Exquisite Hunting Rifle’ which grants an extra die when she is elevated; a ‘Magic Cavalry Sabre’ which grants a bonus when she charges with it; ‘Explosive Runes’ that wok better if concealed; and ‘Cigarettes taken from the pockets of a hanged man’ to smoke and regain two Blood. Her Abilities include ‘Dark Glamour’ to mesmerise those nearby with her unearthly appearance; summoning a swarm of bats under her control with ‘Night’s Willing Servants’; and reducing a Threat’s Attack rating by one with ‘Deadeye Shot’. Her Advances include ‘Hell’s Ravenous Fire’, ‘Enervation of the Soul’, and ‘Mantle of the Fell Beast’, whilst her Injuries are randomly determined, which might be ‘Suit Torn’ or ‘Abdominal Puncture’, ‘Shoulder Injury’ or ‘Arm Removed’, and so on. Each Vampire’s character sheet is easy to read and comes with a great illustration.

Mechanically, Eat the Reich uses the HAVOC Engine. To have his Vampire undertake an action, a player rolls a number of six-sided dice equal to an appropriate stat plus any bonus dice from an item of equipment used or an Ability. The Game Master rolls a number of dice equal to the current Threat or Attack rating. Results of four and five count as a Success each, whilst a six counts as a Critical. There are multiple ways in which a player can now spend his Vampire’s Successes and Criticals. If the situation has an Objective, they can be spent to advance it; to counter a Threat and reduce it; to active a Special; to feed on a Nazi; and to defend against an attack. When defending, a Success counters a Success rolled by the Game Master, whilst a Critical counters a Critical. A Critical can also be used as a Special to activate various Abilities. Any Success or Criticals not defended against like this means that the Vampire suffers an Injury, and if he suffers too many Injuries and dies, he can at least go out in a ‘Blaze of Glory’ with one last roll of a bigger dice pool. Blood can also be spent to heal a Vampire. Lastly, feeding on Nazi blood fills up a Vampire’s Blood which he can subsequently spend to active various Abilities.

In addition to rolling the dice and assigning the dice, what a player is expected to do with each Success or Critical is narrate the outcome and describe the actions of his vampire. Once per session, if a player rolls two Successes or fewer, he can instead narrate a flashback scene of a prior mission which somehow helps this one and reroll all of the dice again.

There is a definite loop to the play of Eat the Reich. A Vampire needs Blood and thus needs to feed on Nazis, in order to have Blood to activate Abilities or heal himself. So, he needs to keep a flow of Blood going from scene to scene, action to action, but this has to be balanced against the needs of an induvial scene, whether that is reducing a Threat and thus its capacity to Attack the Vampires or work towards an Objective. Plus, he also has to counter the Attack rolls made by the Threats to prevent himself from being Injured. However, when a Vampire lands in his Drop Coffin, he has no Blood, as it has been used to heal him from the drop, which means that his player has to make Successful rolls in order to get Blood to get the play loop running. It does make for a slow start to the action.

The play of Eat the Reich is one big mission. Essentially, rampaging across Paris until the Vampires get to the Eifel Tower and ascending to the final confrontation against Hitler. After the briefing and the coffin drop, this takes place across three sectors of Paris. This is a comic book version of Paris rather than an historical recreation, but then having already thrown the Vampires into the mix, it not being historically accurate is hardly going to break immersion. Working their way across three sectors, the Vampires will start off in somewhere like the Place de la Sirène where there are families and bistros and the only threat they will face are police patrols, their Objective being to get out of the open and into cover. In Sector 2, they might have to get through ‘The German Technology Pavilion’ and get out the other side. They will face Stahlsoldat, half-men, half-machine warriors, but will also have the opportunity to find loot such as a ‘Prototype Beam Emitter’ and achieve secondary Objectives such as powering up a weapons platform. As the Vampires move from sector to sector, the locations become more interesting and complex, including a chance for the Vampires to team up with the Resistance at the ‘Le Cochon Noir’ and battle magically-animated suits of armour and use medieval weaponry in the ‘Museum of European Warfare’! Eventually, the Vampires will make it to the Eifel Tower and hopefully defeat his minions and kill Hitler.

Physically, Eat the Reich is a riot of colour. This is used in such a way that it does not impede the legibility of the text, which is clear and well written.

Eat the Reich is a one-shot. Two or three session’s worth of play and the playthrough is done. Whilst there are suggestions for sequels, including going up against Churchill—for unfortunate historical reasons—and perhaps they might want to play it again, but switching vampires, a group is unlikely to play through it again. Of course, the Game Master could run it for another group. It is simple to play and as a storytelling game gives plenty of room for every player to narrate how vicious and nasty and frightening his vampire is, in a very violent comic book caper. Nevertheless, however a group decides to play, whatever boundaries they set for themselves, Eat the Reich is a blast to play, a blaze of blood and brutalising Nazis, of monsters masticating on monsters, and ripping the heart out of the Reich.

Friday Fantasy: The Alchemist’s Fire

The alchemist, Kelvin Belmont, is distraught and distracted, and in need of help. He has received a letter from his brother, Solomon, begging for his help in dealing with a dangerous threat which seems to be hounding him. This is strange, for the brothers had a falling out and neither has spoken to the other in almost a decade. The question is, what is the nature of the threat such that one pair of estranged siblings would seek out the aid of the other? Fortunately, Kelvin does want to help his brother, but he is old and weary, ill-suited to such tasks. So, he decides to hire some doughty adventurers to check on his brother and to deliver the package that he requested. This is the core hook—though several other hooks are included to get the Player Characters to meet Kelvin—for the scenario, The Alchemist’s Fire: A Sisters Three Adventure. This is a scenario for Dragonbane: Mirth & Mayhem Roleplaying, the roleplaying game published by Free League Publishing.

The Alchemist’s Fire: A Sisters Three Adventure is published by Gallow’s Tomes as part of Free League Publishing’s Free League Workshop community content programme. The setting is the Bailwick of Fenwick and the three hamlets—Amber, Burgundy, and Lapis—which stand on the shores of Loch Maeglen. This can be used as or adapted to fit the Game Master’s own setting, or it can be slotted into the Misty Vale setting as detailed in the Dragonbane Core Set. To that end, it is suggested that they be placed around the unnamed lake in the Misty Vale just south of the Temple of the Purple Flame and the Magna Woods. Alternatively, they can be placed on the other side of the Drakmar Pass from where the ‘Secret of the Dargon Emperor’ campaign begins. Each of the three hamlets is associated with and named for a statue of a woman, collectively known as The Sisters. In the case of Lapis, the starting point for The Alchemist's Fire, the statue is of lapis. The hamlet is described in broad detail, noting its most important business and their colourful proprietors and patrons, including the inn with a Dwarven innkeeper with an ear for ‘Dad jokes’, a grumpy Mallard sailor wanting to return to the sea, an overly curious Halfling cartographer, and a baker with a line in hot buttered muffins. Besides talking to the inhabitants, which may earn the Player Characters some rumours, divided between those pertinent to the scenario and those left for the Game Master to develop or ignore as is her wont, can of course, do a bit of shopping.

Eventually, the Player Characters will make their way to Ravenhook Tower, the home of Kelvin Belmont. Once they get past his cagey manner, he will employ them to deliver a cart, which he will provide, full of flasks of a blue liquid that ignites upon impact when thrown—Fire Flasks. The alchemist’s brother has asked him to deliver to his tower, Coralholm, which lies to the east. The journey is not without its dangers as the Blue Root Mountains are full of Worgs and Goblins—and worse. Plus, the Player Characters are essentially driving a bomb on wheels, and if anything goes wrong, there is the chance of a massive explosion. In fact, a really, really big explosion which is going to leave them at a disadvantage later in the scenario.

However, by the time the Player Characters reach Solomon Belmont’s tower of Coralholm, it is too late. Someone has already broken in and when the Player Characters find him, they also find an army of frogs harassing him. This is after a nasty encounter with a Giant Slime that can shoot ooze-coated skulls out of its gelatinous depths and make weapons protrude from its body. Of course, this fight can be eased with the application of a Fire Flask or two. Once the fight is over, Solomon is pleased to see the Player Characters—in complete contrast to his brother—but he fears that the frog men will be back and asks the Player Characters to mount what is effectively, a ‘tower defence’. The players and their characters have time to set up defences and they are encouraged to lay traps and build defensive points as well as prepare the ballista on the roof. The fight comes with its own maps and feels like a cross between the Battle of Helm’s Deep and the destruction of Isengard in The Two Towers of The Lord of the Rings, but with the Player Characters and Solomon Belmont as the defenders in both cases. Of course, this is on a very much smaller scale in either case. It does include a ‘Squad Dice’ mechanic for handling when more squads of Frog Men appear on the battlefield.

The scenario does end with some unanswered questions. This includes the cause of the estrangement between the brothers and the identity and aims of an antagonist—hopefully to be detailed in another scenario. That said, if the Player Characters never find out, it is no great loss. Rounding out The Alchemist’s Fire: A Sisters Three Adventure is another table of encounters should the Player Characters venture into the woods near the hamlet of Lapis and some full page pieces of artwork. These are actually quite good, especially that of the Briar Mawr, the malign walking tree carrying a platform of Frog Men in its branches (which the Player Characters can attempt to topple).

Two points arise from the setting. One is that the author cannot decide whether the setting for The Alchemist’s Fire—Lapis—is a hamlet or a town. The other is the name, ‘Bailwick of Fenwick’. Putting aside the rhyming, it does sound very much like the Duchy of Grand Fenwick from the Peter Sellers’ film, The Mouse That Roared.

Physically, The Alchemist’s Fire is well laid out in the style of Dragonbane. It does feel heavier in its use of colour and art style, even a little cartoonish. That said, the artwork works, whilst the maps are decent.

If the plot to The Alchemist’s Fire is straightforward, its details are colourful and detailed, and all together, the whole affair is easy to run and easy to slot into a campaign. Offering a good mix of roleplaying with some surprisingly nasty and challenging encounters, The Alchemist’s Fire: A Sisters Three Adventure is an impressively sturdy little adventure that should play through in two or so sessions.

Monday, 22 December 2025

Miskatonic Monday #402: The Grotesque by Gaslight

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Ryan Graham Theobalds

Setting: Kew Gardens, 1893
Product: Scenario
What You Get: Thirty-Three page, 16.98 MB Full Colour PDF

Elevator Pitch: The consequences of colonial botany
Plot Hook: Something nasty in the greenhouse
Plot Support: Staging advice, five pre-generated Investigators, two NPCs, one handout, one map, one Mythos tome, one Mythos spell, and two Mythos monsters.
Production Values: Plain

Pros
# Hunting-monster, monster-hunting murder mystery at Kew Gardens
# More set-up then anything else
# Easy to add to a campaign or run as a one-shot
# Decent pre-generated Investigators
# Botanophobia
# Dendroophobia
# Hyloptophobia

Cons
# Needs an edit
# No NPC stats
# Suggested shift to the Jazz Age not explored
# References Green and Pleasant Land (not needed to run the scenario)
# May require H.P. Lovecraft’s Dreamlands
# Rougher than the author’s other scenarios

Conclusion
# Explores the consequences of colonial botany
# Serviceable set-up and outline that the Keeper will need to develop further

Miskatonic Monday #401: Attack of the Brain Bats!

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Tod Miller

Setting: Vermont, 1920s
Product: One-shot
What You Get: Thirty-Three page, 16.98 MB Full Colour PDF

Elevator Pitch: For the Investigators it is going to be a ‘Picnic in Hell’!
Plot Hook: “Like a bat out of hell
Oh, like a bat out of hell
Oh, like a bat out of hell
Oh, like a bat out of hell (I’ll be gone when the morning comes)
Like a bat out of hell (I’ll be gone when the morning comes)
Like a bat out of hell (ooh, ooh)”
Bat Out of Hell, Jim Steinman
Plot Support: Staging advice, six pre-generated Investigators, two NPCs, two handouts, one map, one Mythos tome, one Mythos spell, and four Mythos monsters.
Production Values: Good

Pros
# Open-ended invasion from space scenario
# Easy to adapt to other nations and time periods
# Has a fifties in the twenties feel
# Easy to prepare, but player-led with no set outcome
# Hylophobia
# Kinemortophobia
# Chiroptophobia

Cons
# Batty
# Has a fifties in the twenties feel

Conclusion
# Entertainingly batty tale of invasion and zombification
# “We’re going a space-bat hunt!”
# Reviews from R’lyeh Recommends

Sunday, 21 December 2025

Sorcery & Steel & Powder & Psionics

Civilisation is divided and in decline. Two great nations stand opposed to each other. Witch-hunters search the length and breadth of the Maloresian Empire for signs of sorcery and execute all those who tainted so as incense and the prayers from a thousand temples of the Church of Mendorf calling for salvation and damnation clash with the sound of hammer on anvil and smoke from the gunsmiths’ forges that pour forth blades, cuirasses, and wheel-locks. Just as the inquisitors of the Church of Mendorf would put the members of the Cult of the Star to the sword and the flame for their heresy, it would launch a crusade against the Urden, the realm of the Sorcerer King. Yet it is powerless to do so, for in the Empire’s ruined Senate Hall, twelve noble lords lie dead, their corpses twisted by powers that radiate malevolent energy even now. Rumour places their deaths firmly upon the sorcerers of Urden whose vile practices have seen them erect great towers of black stone that stab the skies. Their magics are powered by Star Dust, refined from the Star Shards that fell to earth long ago and found in the Borderlands between the two nations, and used in the crafting of all manner of magical concoctions and artefacts. Yet this power is not without is dangers, for it is highly radioactive and deadly. The greatest of the Star Shards is the Hope Star, divided in two, each half held by the Maloresian Empire and the sorcerous kingdom of Urden. There are other nations and powers, including the pirate Caliphate of Khalida and the Free-Trade Nations, in these Borderlands, but beyond lie the Wastes that encroach upon the bastions of civilisation. They are scarlet blights upon the landscape where stars fell in ancient times and breed horrors and monsters that to this day withstand sorcery and steel, powder and faith. Yet there are secrets and artefacts to be found in the Wastes and to this day, many set forth from the Keep on the Borderlands to explore the crystal-lined caves that lie nearby and face the horrors within.

This is the world of Firnum, the setting for Barrows & Borderlands, which describes itself as “A Weird Science Fantasy Old-School Style Role Playing Game set in a Dark Radioactive Wasteland of Magic, Black-powder, and Dragons!” Designed and published by Matthew Tap, it consists of four books—Book 1: Men & Mutants, Book 2: Psychics & Sorcerers, Book 3: Horrors & Treasure, and Book 4: The Underworld & Borderlands—and is unashamedly ‘Old School’ in its design. It is a Class and Level roleplaying game, it uses THAC0, and its various subsystems use different mechanics, but there are some modernisms, such as spellcasting not being Vancian, that is, cast and forget, but requires a casting roll and there is a chance of miscasting. Its primary inspirations are Original Dungeons & Dragons and Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship, but set in a near-apocalyptic (or possibly post-apocalyptic) world that draws from the seventeenth century and a lot of the illustrations from the period rather than the medievalism of Dungeons & Dragons. Thus, you have magic and the worship of gods alongside gunpowder and steel and psychic powers and mutations. There are even elements of the Mythos within its setting, though that of Robert W. Chambers rather than H.P. Lovecraft with the inclusion of Carcosan aliens and the King in Yellow and Carcosa as rumours, as well as the inclusion of Greys, or Zeta Reticulans.

Barrows & Borderlands Book 1: Men & Mutants introduces the setting and provides the means to create characters. A Player Character has seven attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Radiation Resist—which range in value between three and eighteen. He will have a Race which grant some inherent abilities and Class that give him his abilities. He will also have a Star Sign that will grant him a single bonus, plus one or more skills, which divided between ‘Common’, ‘Middling’, and ‘Gentry’ which suggests a Player Character’s social origins. The skills are included for roleplaying depth rather than to support a skill mechanic, but a Game Master may allow a Player Character an advantage in a situation where they are being used or simply let the Player Character know a certain fact or attempt an action. The skills, such as ‘Beggar’, ‘Watchmaker’, or ‘Philosopher’, can also be used to determine the origins and type of character that the player s roleplaying. A Player Character will have a named relative who will inherit his wares and chattels should he go missing for long enough, and an Alignment, either Lawful (good or evil), Neutral, or Chaotic (good or evil).

The nine Races include traditional Pure-Strain Humans, Halflings, and Dwarves, and are joined by Kobolds, Starborn, Greenskulls, Mutants, Mycelians, and Fairies. Kobolds, Mutants, Greenskulls, and Starborn are demi-humans altered by the radiation of the stars and dark magiks. The dog-like Kobolds are said to have been once the slaves of dragons; Starborn are the living fragments of fallen stars given flesh and form, exiles from heaven that the Church would burn; Greenskulls are undead creatures of radiation appearing as either pale green skeletons or having green translucent skin; Mutants can be Humans, Animals, or Plants and continue to mutate; Mycelians are colonies of intelligent fungi with voices like rotting leaves that trade in prophecies and poisons; and Fairies are bewinged fey tricksters that promise wishes and enchantments. The Classes are Fighting-Man, Magic-User, Cleric, Half-Caster, Thief, Gamma, and Psychic. The Half-Caster is one-part Fighting-Man, one-part Magic-User, but is not as good at fighting or spell-casting; Psychics employ psionic powers; and Gammas have mutant powers—both beneficial and detrimental, and can have more.

The list of mutations for the Gamma is not extensive in comparison to other post-apocalyptic roleplaying games and its single table includes both beneficial and detrimental mutations. So, options include ‘Radiation Eyes’, ‘Wings’, and ‘Density Shift Self’, and ‘Carrion Odour’, ‘Non-Sensory Nerve Endings’, and ‘Bulbous Skull’.

Character creation in Barrows & Borderlands is a matter of rolling three six-sided dice and recording them in order for the seven attributes (though it does allow alternative means of generating them). The player selects a Race and Class for his character, rolls for a Star Sign and number and category of skills, and then picks skills from those categories.

Name: Billy Bones Bonce
Class: Psychic Level: 1
Race: Greenskull

Birthsign: Moon (tides/cycles) (+1 Firearms damage)

Hit Points: 6
THAC0: 19
Saving Throw: 19 (+2 versus Paralysis and Sorcery)
Alignment: Chaotic Good

Strength 8 (-1 Damage)
Dexterity 10
Constitution 16 (+1 HP, +1 versus Radiation (Death) Saves)
Intelligence 18 (+8 Languages Spoken)
Wisdom 14
Charisma 09 (Maximum Number of Retainers: 4)
Radiation Resist 12

Racial Abilities
Immune to Radiation. Does not need sleep. Starts with a 2:6 chance to form a human disguise from a fresh dead body. Has Infravision at a range of 60’.

Psychic Strength: 104
Psychic Abilities
Telepathy 3 (Know Alignment, Thought Influence, Empathy)

Skills
Common: beggar, domestic servant, paper-ink maker, apprentice
Middling: printer, apothecary, schoolmaster
Gentry: astrologer, lawyer, duellist

The equipment list is surprisingly short, but includes matchlock, flintlock, and wheellock black powder firearms. All firearms have a chance of misfiring and muskets ignore five points of armour, whilst pistols only do so at close range. (Presumably, this means that the defender’s Armour Class is reduced.) Basic combat is simple enough with rolls being made to hit on a twenty-sided die, the target number determined by comparing the attacker’s THAC0 value with the Armour Class of the defender. The combat rules cover options such as charging, mounted combat, spear charges, shield walls, and more. Shield techniques allow for shield bashes and cover for allies; defensive and aggressive stances, which will alter Armour Class and a character’s ‘To Hit’ chance; blocking and parrying and dodging for defensive techniques; having a shot ready and firing on the move for archery techniques; disarming and making double-feints in melee combat; and mounted shot and pike and shot formation for firearm techniques. These are not the only options, but there is a comprehensive list of them, allowing a Player Character to do more than simply hack and slash.

Barrows & Borderlands Book 2: Psychics & Sorcerers covers magic and psionics. Spells require a free hand and the freedom to speak to cast, and mechanically, a casting roll. This is done by comparing the caster’s Level with the Level of the spell and rolling two six-sided dice. The result can be that the spell is cast immediately, its effect delayed by up to six Rounds, or a chance that a Critical Miscast occurs. This always happens if two is rolled on the dice. It is possible for a caster to cast a spell that is above his Level, but this increases a chance of a Critical Miscast. When the possibility of a Critical Miscast is indicated, the player must make a Saving Throw versus Spells. On failure, he must roll on the ‘Magic-User Critical Miscast Table’, which at its worst obliterates the caster or changes reality so that he was never born. Other results include forcing the caster to cast every spell he knows at a random target (which includes the other Player Characters), the caster’s bones disappearing, suffering a random mutation, and so on. There is a Critical Miscast Table for the Magic-User, but not the Cleric. Learning a new spell, which can be from a scroll, tome, a master, or self-created, requires a roll under the Player Character’s Prime Requisite attribute, modified by the difference between the caster’s Level and the Level of the spell. Magic-Users and Clerics can also counterspell against another caster.

The spells for both the Magic-User and the Cleric will be familiar to anyone who has played plenty of Dungeons & Dragons. Only those of Tenth, Eleventh, and Twelfth Level for the Magic-User are new. These are powerful spells, such as Adaptive Blast which sends a blast of energy at a target adapting to the type of energy to which it is most vulnerable; Jaws of the Snake God which summons a giant, spectral snake that bites a target for one-to-one-hundred damage and ignores armour; and Dark Forest, which summons a singe square-mile of forest with trees that grow to be a hundred feet tall and a population of up to one hundred Giant Spiders, up to one hundred Evil Shadows, and up to one hundred Orcs at the caster’s command.

One of the spells does stray into poor taste. Insanity Multiplied inflicts a form of mental instability on everyone within a one-mile radius for eight hours. These include being manic depressive, paranoid, schizophrenic, sexually perverse, and violently homicidal. Times and attitudes have changed and whilst this would have no doubt have acceptable in the roleplaying games of some forty years ago, it is not the case today. This is a spell that the Game Master may want to consider leaving out of her game.

It is possible for any Player Character to a Wild Psionic, but they have fewer points to invest in disciplines and there even the chance of their suffering Psycho-desynchronization when attempting to learn a new discipline and losing points from their attributes. The Psychic Class does not suffer this. There are twelve disciplines and they include Telekinesis, Cell Adjustment, Object/Aura Reading, Mental Assault, and Living Weaponry. Each Discipline has six different effects. For example, Telepathy has the effects, from one to six in ascending order of ‘Know Alignment’, ‘Thought Influence’, ‘Empathy’, ‘ESP’, ‘Commune’, and ‘Mind Control’. Each Disciple requires two points of Investment to gain the first effect, but after that, only one point is required to gain the next effect. To use a Discipline, a Psychic’s player rolls a single six-sided die. If the result is equal to or less than the Investment level, then the Psychic can the desired effect. If a one is rolled, only the base effect can be used and the Psychic cannot use the Discipline until the next day. However, with some disciplines, it is possible to push the roll again and again, improving the effect each time until the Psychic is able to use the desired effect. For example, if a Psychic has invested in the Pyrokinesis Discipline enough to know ‘Spark of Flame’, ‘Control Fire’, and ‘Heat Metal’, his player could attempt to push the roll three times to trigger ‘Immolation’ and set the target alight!

Several of the Disciplines provide means for a Psychic to attack others, but he can also duel with another Psychic. This is essentially the equivalent of ‘Rock-Paper-Scissors’ in which the duellists each select a Defence Mode and an Attack Mode and compare the results. These can be nothing or they inflict damage to the duellist’s Psychic Strength (to the point where they are unconscious), or hopefully stun them, which means they can do nothing and are at their opponent’s mercy. Overall, the Psionics rules are simple enough and provide a mix of spell-like and other effects that can make the Psychic Class flexible and powerful.

Barrows & Borderlands Book 3: Horrors & Treasure is the bestiary for Barrows & Borderlands. It includes many, many monsters and creatures that will be recognisable from Dungeons & Dragons—Black Puddings, Cockatrices, Gargoyles, Lycanthropes, Mimics, Owl Bears, Rust Monsters, Trolls, Will O’Wisps, and Yellow Molds. These are joined by the less familiar creatures such as Ladies of the Lake who offer a divine pact sealed with the gift of a weapon, Mirror Men that ape their opponent’s equipment and fighting style, the slow, but hard hitting Robots, the Silver Men of gleaming liquid metal that shoot eye-beams, and Dynaco Employees, mutants in synthetic work-suits that follow the diktats of a secret ancient organisation. There are a lot of entries as it also includes dinosaurs, dragons, giants, and golems.

The treasure also many items that will be familiar from Dungeons & Dragons, but also devices particular to the world of Firnum. For example, Sword +1 vs. Robots and Magic Gun +2, and swords as well as guns can be intelligent. Some weapons and devices are not magical, but technological. For example, the Dynaco Anti-Material Rifle which fires rounds that ignore armour; the Ray Gun powered by a Star Shard magazine; and Lukas’ Laser Sword, an energy blade that ignores damage reduction and five points of armour. Armour is treated in a similar fashion, all the way up to Dynaco Star Armour, a suit of powered armour. Similarly, the miscellaneous items are a mixture of the familiar and unfamiliar.

Barrows & Borderlands Book 4: The Underworld & Borderlands is the Game Master’s book for Barrows & Borderlands. It suggests two main ways of playing Barrows & Borderlands and exploring the world of Firnum—The Underworld and The Borderlands. It also suggests adhering to strict timekeeping of one real-world day being equal to one game day, which has consequences on play including time management and where the Player Characters are in the setting. It also demands more of the players and the Game Master, making Barrows & Borderlands more a commitment to play. The primary advice is about preparing for either style of play, designing The Underworld and filling it with features and traps and encounters, and working from a single village location to creating a wilderness landscape and adding locations and settlements and populating them. It gives guidance on how encounters are handled, including wandering monsters, and also on building domains and aerial combat. It also includes an example of play of a party exploring an Underworld.

What Barrows & Borderlands Book 4: The Underworld & Borderlands does not do is present Firmnum as a setting or explain any of its secrets or details of the setting. This is frustrating, because right from the start, Barrows & Borderlands has been suggesting and hinting as to what it is, telling the reader about elements of the setting, but going no further. Instead, author opens Barrows & Borderlands Book 4: The Underworld & Borderlands with, “Instead of creating my own version of the Borderlands for you to explore, I find it more pertinent to give you the tools necessary to make your own.” On the one hand, this is a laudable aim. It is telling the prospective Game Master that she has all of the tools necessary to create her own campaign, but her own setting as well. It means that Barrows & Borderlands emulates those early versions of Dungeons & Dragons that presented rules for playing in a fantasy realm whose inspirations—the works of Robert E. Howard or J.R.R. Tolkien—would have been familiar to the Game Master and the player. And if that is what the Game Master and her players want, then Barrows & Borderlands provides that. On the other hand, it is disingenuous. The issue is twofold. The first issue is that Barrows & Borderlands is not upfront enough about being a toolkit and leaving it until the fourth of its rulebooks to be clear that it is, is a mistake. The second issue is that Barrows & Borderlands is not explicit in telling the reader that there is no actual setting in the roleplaying game. What the introduction states is the following:
“The Borderlands is abstract, a land of mystery to be decided by the Referee and the Players. The core concepts are set, but specific locations, adventures, and battles are up to the emergent creativity of all at the table. A sampling of histories and lores exist within this book which suggest Nations and Powers exist outside the Confines of the Borderlands.”
The Borderlands—as presented in Barrows & Borderlands—are too abstract and whilst the presentation of histories and lores are suggestive of an interesting setting to come, it is a setting that the roleplaying game has no intention of delivering. Arguably, Barrows & Borderlands might actually be a better game without those histories and lores. As to the ‘core concepts’, they are very much not set. Fundamental questions such as, ‘What are the Borderlands?’, ‘What is the Dynaco Corporation?’, ‘What are Star Shards?’, ‘What are barrows in the context of the Borderlands?’, and even something as basic as, ‘What languages are spoken in and around the Borderlands?’ are left unanswered. If those elements were more sharply defined, then perhaps they would form a firmer basis upon which the Game Master and her players could build their version of the Borderlands through emergent play.

Physically, Barrows & Borderlands is presented as and looks like a roleplaying game from TSR, Inc. from the nineteen-seventies, but much cleaner, tidier, and sharper. The artwork, much of it drawn from the public domain, is not bad and together, the whole effect just says that this is an Old School Renaissance roleplaying game. In general—especially when it comes the rules, the roleplaying game is clearly written. However, elsewhere the writing is more opaque.

Despite its omissions, Barrows & Borderlands is very likeable roleplaying game. It has all the rules necessary to run a post-apocalyptic weird science fantasy campaign, and yet… whilst it describes itself as “A Weird Science Fantasy Old-School Style Role Playing Game set in a Dark Radioactive Wasteland of Magic, Black-powder, and Dragons!” and there can be no doubt that it delivers on being “A Weird Science Fantasy Old-School Style Role Playing Game… of Magic, Black-powder, and Dragons!”, what it fails to do is give the Game Master and her players the promised “…Dark Radioactive Wasteland…” Barrows & Borderlands is either a toolkit which hints unnecessarily at a setting or a desperately underdeveloped setting attached to a decent set of rules. Barrows & Borderlands really needs to be one or the other, rather than both. Or Barrows & Borderlands really, really needs Book 5: The Borderlands to give the Game Master and her players a starting point.