Psion
Adventurer
Spycraft: Dark Inheritance
Dark Inheritance is a modern occult setting. This review concerns the recently released edition rewritten to use the Spycraft rules; the original rules were written for d20 modern.
The original edition writing (some of which is repeated here) is by Gareth Hanrahan, Chad Justice, Jason Olsan, Aaron Rosenberg, Wil Upchurch, and Sam Witt. New writers for this version include Alex Flagg, Scott Gearin, Chad Justice, and Jason Olsan. Notable, Gearin and Flagg have worked on in-house Spycraft products for AEG.
A First Look
Dark Inheritance is a 256 page hardback book priced at $34.99.
The cover of the book is a flat brownish red color. Cover art is by Veronica Jones, whose style has become a trademark look for the in-house AEG Spycraft products. The picture depicts a tattooed many with a gun in his pants, an artifact in one hand, and casting a spell with the other; his outstretched hand is surrounded by rune-like patterns in the air. The patterns and title are a raised slick-ink that stands out from the cover of the book.
The interior is black and white, and bears art by Marko Djurdjevic, Marcio Fiorito, Santiago Iborra, Lief Jones, Socar Myles, Gabe Pena, Kevin Porter, Scott Purdy, Hian Rodriguez, Mattias Snygg, Alex Sheikman, and David Wong. Fiorito, Purdy, and Rodriguez are already artists well regarded by me. Overall, the book looks sharp, with only a few minor exceptions.
Most of the interior art is recycled from the D20 Modern edition of the book. However, there are a few names that weren’t in the original artist credits and a corresponding few pieces of artwork I don’t remember seeing in the original (such as the gun-toting, sunglasses-wearing nun.)
The layout differs significantly from the original. The Spycraft edition uses a more traditional, and smaller, serif body text font, making it more pleasant to read and more efficient that than the somewhat larger sans serif body text font used in the original. The chapter headers, use of images, and paper used also differ (this book uses slick pages, as opposed to the heavy bond coarse pages of the original.)
The layout of certain sections differs from the original as well. Generally, the ease of use is improved in the new edition. For example, in the original, inheritor descriptions and legacies were in two different sections, making them more difficult to reference.
A Deeper Look
Dark Inheritance is a modern supernatural action/subterfuge/mystery/horror setting based on a variant of Earth. As a setting, has two major setting schticks: the godgenes and the rip/otherworld.
The idea of the godgenes is that among the human race is the heritage of powerful beings in an ancient time. These genes have lain dormant for many years, but recently, with greater racial interbreeding, they have arisen again. The theory runs that the legacies each require multiple genes which are no longer concentrated in any singular large modern ethnic group. The bearers of these godgenes are called inheritors and can wield powerful supernatural powers.
The Rip refers to a major world altering even that occurs in the setting. The city of Jerusalem is devastated when another alien city in another dimension is superimposed over it. In essence, the city becomes an interface between our world and this "otherworld." This becomes a central even and setting hook for the game. The book has some fiction and prop-style excerpts from letters and chat sessions explaining the situation as it is viewed by those surrounding and involved in the event.
There is a bit of speculation here about the reaction than major world religions and other factions lies here, something that may tread a few sensitivities relating to current events in the middle east, if such things are of concern to you and your players.
There are seven major power groups that the players may be part of in the setting - or oppose. Like the Shadowforce Archer setting, each of these factions has its own "genre" and style of play associated with it. Unlike Shadowforce Archer, there is no guarantee that characters representing different factions will work together nicely (indeed, in Spycraft terms, each faction also includes statistics for the faction as a threat, facilitating its use as an opposing force in the game.) This being the case, it seems likely that the GM and players will have to pick out a faction to play unless the GM is willing to "bridge the gaps" between the motives of the characters.
The seven default allegiances for Dark Inheritance are:
-Brotherhood of the Iron Rose: A secret arm of the Catholic Church dedicated to defending the Church. This could result in the most religious takes on adventuring, with elements such as sanctifying the holy city and destroying "demons."
-Eight Heavenly Dragons: A powerful Chinese triad with martial arts underpinnings. A campaign involving the Eight Heavenly Dragons would run a bit like a John Woo film or Big Trouble in Little China.
-First Team: A South African mercenary contingent, for more military games along the lines of the original Predator movie.
-Fugo a Watu: This shadowy organization is concerned with breeding, and reassembling the godgenes and preserving the legacy of the inheritors. This is possibly one of the most "in the know" factions in the game.
-International Geographic Society: A coalition of scientists and explorers, this is probably the team to choose if you want Indiana Jones-style academic explorers facing the unknown.
-Project:TITAN: A secretive hardline US bureau concerned with the godgene phenomenon and known for extending deals that you can’t refuse to uncovered inheritors, probably the most appropriate if you want to take a classical (or jaded) espionage or paramilitary approach to campaigning.
-The Promethean Order: A mystical secret society, steeped more solidly in the "modern occult" feel.
Each of the factions has the same history, background, goals, internal factions, NPCs, and genre notes as listed in the original book. However, the book borrows a few bits from Spycraft. To wit, the book has Spycraft style plot hooks allowing the GM to run the various organizations as patrons to the PCs, as well as a threat writeup for each organization to allow its use as an adversary. As historically, organizations in Spycraft typically only had one writeup or the other, this breaks a little new ground for the game.
The book presents several new agent options. It is here that the book differs most significantly from the D20 Modern version as some supporting material is totally different between the two games. The agent options are really split into three chapters, one chapter describing generic new options, and later chapters discussing arcane crafts and legacies.
There are a few differences in the way several aspects of the game are handled from the core Spycraft. Spycraft assumes a fairly generic agency (well, at least until you buy Agency) that does not operate any different than any other. In Dark Inheritance, the character’s organizations have much less help to offer them (expressed in terms of greater difficulty for favor checks and greater cost to acquire gadgets.) However, some allegiances are better at providing some types of favor checks than others, and provide a character with certain benefits. For instance, Prject:TITAN offers a bonus to clearance favor checks and allow access to gadgets at normal price, whereas the Promethian Order allows bonuses to information favor checks.
The typical sorts of character options are included: new background options, feats, specialties/departments, core and prestige classes. There is little commonality with the classes in the D20 Modern version, many classes already existing in some form, or having their capabilities revised to fit the system better in some manner.
The most significant of the new departments are the hybrid and titan macro-species. The titan macro species is discussed below. The hybrid macro species is, essentially, Moreaus (animal-men) for Spycraft, results of genetic experimentation. Though there is not much discussion plot-wise about their presence and could easily be omitted for those who don’t care for animal men.
There are 5 base classes presented here. Four of these - the explorer, martial artist, scientist, and slueth - are revised from classes in Shadowforce Archer products. This is a good selection, arguably the most PC-worthy of the base classes in Shadowforce Archer.
There is one all-new class, the advocate. The advocate is a champion of a personal cause. An advocate chooses a cause and gains significant bonuses with skills when pursuing that cause. The advocate is not a highly combative character class, but when pursuing their agenda, their abilities with skill use are very telling.
As many of the concepts expressed in the original book as advanced or prestige classes are expressed as base classes here, there are relatively few concepts that need be expressed as prestige classes. Indeed there are only three: the edgemaster (blade-wielding martial artist), genesoldier (genetically modified member of Project:TITAN), and the witness (a senior Fugo a Watu class).
One of the most interesting - and daunting - sections is the arcane crafts chapter, which add magic to Spycraft. Called the craft, spellcasting offers some similarities to existing d20 magic rules, but varies in other ways. There are two types of craft use, depending on whether the character uses an external object as a focus, or are themselves a living focus. Either of these paths can be entered via feats or by entering a base class (the base class allows safe access to much higher level spells.) The arcanist uses object foci (allowing them to cast spells associated with the focus), and gnostics use themselves as a foci (which grant characters spells from domains.) Overall, the spellcasting of Dark Inheritance craft users is a lot more narrow than a typical D20 System caster, but they also do not have as severe liabilities in other areas, having decent vitality and skills.
The spells themselves function fundamentally the same as D&D/d20 Modern, even using the same 5th level spell limit. However, the system does not use the spell slots. A caster class receives a number of "ethereal points" (EP) and a "safe casting level" that they can improve as they advance. Spells of the safe level or lower can be cast merely by expending that many EP. If the character wishes to cast spells that exceed their safe level or if they are out of EP, they may attempt a skill check with the new incantation skill to cast the spell anyways, but risk a backlash (and usually at least take subdual damage even if they succeed.)
Some spells are provided, but for the most part, the arcane craft chapter provides a method to convert existing spells from d20 resources. The conversion notes address differences in the system (such as how to handle healing with respect to wound damage, differences in weapon statistics, and so forth) as well as appropriateness to setting (alignment related spells are not allowed, nor are spells that raise characters from the dead.) This has some exciting potential for occult related Spycraft games, as it allows you to plug into magic supplements from various D20 System publishers.
Characters with arcane craft abilities have access to a few new classes, the watcher (a Promethian order specific agent dealing with recruiting titans) and the two fisted god of guns (that use magic to replenish their ammo). There are also a number of arcane specific feats that allow a craft user, among other things, to raise the power of spells by spending additional EP.
One of the central new character options is that of titans or inheritors, modern day descendants of ancient beings of power. Titans are handled in Spycraft by means of a macro-species. All titans share some basic characteristics, including some drawback, including receiving significantly reduced benefit from action dice.
Most titans belong to one of five lineages. Each of these lineages grants additional species abilities and an additional weakness. Further, each of these grants access to a number of special abilities called birthrights. Finally, most have typical personalities or character concepts associated with them.
Birthrights operate like spells, except they are more random. Each time a titan manifests a birthright power, they must make a strain check and likely accumulate strain (which makes future rolls more difficult). Failing a strain check badly can result in the character gaining a legendary transformation that makes them less human and applies certain penalties. On the other hand, a great success gives the character legacy points, which can remove legendary transformations or improve the effects of a birthright ability. Legendary transformations can also be removed by expending XP.
Though this system is very random, I consider it a significant improvement over the original, which really left characters vulnerable to the vagaries of the dice roll.
The birthright abilities are divided into legacies; each lineage (except lost ones) have access to three unique legacies. Legacies have levels. Per the rules as stated, the character begins with a level one birthright and gains one of a level less than one half of their class level rounded down at every level. It seems to me as that designation should be "less than or equal to", as otherwise you would not be able to take a birthright at 2nd level.
The options for titan lineages are as follows; the legacy name should give and indication of the types of birthright abilities. For example, the emotion legacy has birthrights that manipulate emotions:
-Crimson Lords: Charismatic and leaderly by nature, Crimson Lords have access to emotion, graces, and [/i]vitality[/i] legacies.
-Hidden Suns: Mysterious sages and scholars, the Hidden Suns have access to secrets, shadow, and sun legacies.
-Storm Crows: Wise warriors, Storm Crows have access to the second sight, thunder, and war legacies.
-Void Phoenixes: Dangerous nihilists, the void phoenixes have access to ash, genesis fire, and renewal legacies.
-Wild Bloods: Wild bloods are bestial hunters, and have access to the chimera (allows physical transformations) urges, and wild flesh legacies.
-Lost Ones: Member of shattered bloodlines, the lost ones can select two legacies from those available to other lineages.
The final chapters of the book describe the terrifying landscape of the rip and the otherworld, including a selection of strange creatures. The original rules for demonic cultists have been scrapped, and replaced with an updated version of the mysticism rules from Shadowforce Archer books, which do not use core classes but rely on having a sizeable cult. This treatement is a lot more detailed (and moody) than the generic feeling rules offered in the original.
Conclusions
Spycraft: Dark Inheritance is a nice addition to the Spycraft lineup, as well as a nice update to the original material.
With the ending of the Shadowforce Archer line, Spycraft fans should appreciate the addition of a new setting with occult elements. In some ways, Dark Inheritance has a tighter feel and concept than Shadowforce Archer, but like that setting, provides a variety of possible subgenres.
Aside from system differences, there are many mechanical improvements from the orignal; I was especially pleased to see that the birthright system was much less haphazard.
The choice of D20 Modern or Spycraft versions may depend largely on your own preferences. One possible consideration is that the magic system here is much less mechanistic than the default D20 Modern system and may please those looking for a risky magic system for an occult game more than the reliable magic system born of D&D.
Edit - it occurs to me that I like this book a bit better than most SFA books I gave 4's. I don't think it's as central as Agency or Mastermind, but I think I'll let it slide into the low A's.
Man I hate scoring reviews...
Overall Grade: A-
-Alan D. Kohler
Dark Inheritance is a modern occult setting. This review concerns the recently released edition rewritten to use the Spycraft rules; the original rules were written for d20 modern.
The original edition writing (some of which is repeated here) is by Gareth Hanrahan, Chad Justice, Jason Olsan, Aaron Rosenberg, Wil Upchurch, and Sam Witt. New writers for this version include Alex Flagg, Scott Gearin, Chad Justice, and Jason Olsan. Notable, Gearin and Flagg have worked on in-house Spycraft products for AEG.
A First Look
Dark Inheritance is a 256 page hardback book priced at $34.99.
The cover of the book is a flat brownish red color. Cover art is by Veronica Jones, whose style has become a trademark look for the in-house AEG Spycraft products. The picture depicts a tattooed many with a gun in his pants, an artifact in one hand, and casting a spell with the other; his outstretched hand is surrounded by rune-like patterns in the air. The patterns and title are a raised slick-ink that stands out from the cover of the book.
The interior is black and white, and bears art by Marko Djurdjevic, Marcio Fiorito, Santiago Iborra, Lief Jones, Socar Myles, Gabe Pena, Kevin Porter, Scott Purdy, Hian Rodriguez, Mattias Snygg, Alex Sheikman, and David Wong. Fiorito, Purdy, and Rodriguez are already artists well regarded by me. Overall, the book looks sharp, with only a few minor exceptions.
Most of the interior art is recycled from the D20 Modern edition of the book. However, there are a few names that weren’t in the original artist credits and a corresponding few pieces of artwork I don’t remember seeing in the original (such as the gun-toting, sunglasses-wearing nun.)
The layout differs significantly from the original. The Spycraft edition uses a more traditional, and smaller, serif body text font, making it more pleasant to read and more efficient that than the somewhat larger sans serif body text font used in the original. The chapter headers, use of images, and paper used also differ (this book uses slick pages, as opposed to the heavy bond coarse pages of the original.)
The layout of certain sections differs from the original as well. Generally, the ease of use is improved in the new edition. For example, in the original, inheritor descriptions and legacies were in two different sections, making them more difficult to reference.
A Deeper Look
Dark Inheritance is a modern supernatural action/subterfuge/mystery/horror setting based on a variant of Earth. As a setting, has two major setting schticks: the godgenes and the rip/otherworld.
The idea of the godgenes is that among the human race is the heritage of powerful beings in an ancient time. These genes have lain dormant for many years, but recently, with greater racial interbreeding, they have arisen again. The theory runs that the legacies each require multiple genes which are no longer concentrated in any singular large modern ethnic group. The bearers of these godgenes are called inheritors and can wield powerful supernatural powers.
The Rip refers to a major world altering even that occurs in the setting. The city of Jerusalem is devastated when another alien city in another dimension is superimposed over it. In essence, the city becomes an interface between our world and this "otherworld." This becomes a central even and setting hook for the game. The book has some fiction and prop-style excerpts from letters and chat sessions explaining the situation as it is viewed by those surrounding and involved in the event.
There is a bit of speculation here about the reaction than major world religions and other factions lies here, something that may tread a few sensitivities relating to current events in the middle east, if such things are of concern to you and your players.
There are seven major power groups that the players may be part of in the setting - or oppose. Like the Shadowforce Archer setting, each of these factions has its own "genre" and style of play associated with it. Unlike Shadowforce Archer, there is no guarantee that characters representing different factions will work together nicely (indeed, in Spycraft terms, each faction also includes statistics for the faction as a threat, facilitating its use as an opposing force in the game.) This being the case, it seems likely that the GM and players will have to pick out a faction to play unless the GM is willing to "bridge the gaps" between the motives of the characters.
The seven default allegiances for Dark Inheritance are:
-Brotherhood of the Iron Rose: A secret arm of the Catholic Church dedicated to defending the Church. This could result in the most religious takes on adventuring, with elements such as sanctifying the holy city and destroying "demons."
-Eight Heavenly Dragons: A powerful Chinese triad with martial arts underpinnings. A campaign involving the Eight Heavenly Dragons would run a bit like a John Woo film or Big Trouble in Little China.
-First Team: A South African mercenary contingent, for more military games along the lines of the original Predator movie.
-Fugo a Watu: This shadowy organization is concerned with breeding, and reassembling the godgenes and preserving the legacy of the inheritors. This is possibly one of the most "in the know" factions in the game.
-International Geographic Society: A coalition of scientists and explorers, this is probably the team to choose if you want Indiana Jones-style academic explorers facing the unknown.
-Project:TITAN: A secretive hardline US bureau concerned with the godgene phenomenon and known for extending deals that you can’t refuse to uncovered inheritors, probably the most appropriate if you want to take a classical (or jaded) espionage or paramilitary approach to campaigning.
-The Promethean Order: A mystical secret society, steeped more solidly in the "modern occult" feel.
Each of the factions has the same history, background, goals, internal factions, NPCs, and genre notes as listed in the original book. However, the book borrows a few bits from Spycraft. To wit, the book has Spycraft style plot hooks allowing the GM to run the various organizations as patrons to the PCs, as well as a threat writeup for each organization to allow its use as an adversary. As historically, organizations in Spycraft typically only had one writeup or the other, this breaks a little new ground for the game.
The book presents several new agent options. It is here that the book differs most significantly from the D20 Modern version as some supporting material is totally different between the two games. The agent options are really split into three chapters, one chapter describing generic new options, and later chapters discussing arcane crafts and legacies.
There are a few differences in the way several aspects of the game are handled from the core Spycraft. Spycraft assumes a fairly generic agency (well, at least until you buy Agency) that does not operate any different than any other. In Dark Inheritance, the character’s organizations have much less help to offer them (expressed in terms of greater difficulty for favor checks and greater cost to acquire gadgets.) However, some allegiances are better at providing some types of favor checks than others, and provide a character with certain benefits. For instance, Prject:TITAN offers a bonus to clearance favor checks and allow access to gadgets at normal price, whereas the Promethian Order allows bonuses to information favor checks.
The typical sorts of character options are included: new background options, feats, specialties/departments, core and prestige classes. There is little commonality with the classes in the D20 Modern version, many classes already existing in some form, or having their capabilities revised to fit the system better in some manner.
The most significant of the new departments are the hybrid and titan macro-species. The titan macro species is discussed below. The hybrid macro species is, essentially, Moreaus (animal-men) for Spycraft, results of genetic experimentation. Though there is not much discussion plot-wise about their presence and could easily be omitted for those who don’t care for animal men.
There are 5 base classes presented here. Four of these - the explorer, martial artist, scientist, and slueth - are revised from classes in Shadowforce Archer products. This is a good selection, arguably the most PC-worthy of the base classes in Shadowforce Archer.
There is one all-new class, the advocate. The advocate is a champion of a personal cause. An advocate chooses a cause and gains significant bonuses with skills when pursuing that cause. The advocate is not a highly combative character class, but when pursuing their agenda, their abilities with skill use are very telling.
As many of the concepts expressed in the original book as advanced or prestige classes are expressed as base classes here, there are relatively few concepts that need be expressed as prestige classes. Indeed there are only three: the edgemaster (blade-wielding martial artist), genesoldier (genetically modified member of Project:TITAN), and the witness (a senior Fugo a Watu class).
One of the most interesting - and daunting - sections is the arcane crafts chapter, which add magic to Spycraft. Called the craft, spellcasting offers some similarities to existing d20 magic rules, but varies in other ways. There are two types of craft use, depending on whether the character uses an external object as a focus, or are themselves a living focus. Either of these paths can be entered via feats or by entering a base class (the base class allows safe access to much higher level spells.) The arcanist uses object foci (allowing them to cast spells associated with the focus), and gnostics use themselves as a foci (which grant characters spells from domains.) Overall, the spellcasting of Dark Inheritance craft users is a lot more narrow than a typical D20 System caster, but they also do not have as severe liabilities in other areas, having decent vitality and skills.
The spells themselves function fundamentally the same as D&D/d20 Modern, even using the same 5th level spell limit. However, the system does not use the spell slots. A caster class receives a number of "ethereal points" (EP) and a "safe casting level" that they can improve as they advance. Spells of the safe level or lower can be cast merely by expending that many EP. If the character wishes to cast spells that exceed their safe level or if they are out of EP, they may attempt a skill check with the new incantation skill to cast the spell anyways, but risk a backlash (and usually at least take subdual damage even if they succeed.)
Some spells are provided, but for the most part, the arcane craft chapter provides a method to convert existing spells from d20 resources. The conversion notes address differences in the system (such as how to handle healing with respect to wound damage, differences in weapon statistics, and so forth) as well as appropriateness to setting (alignment related spells are not allowed, nor are spells that raise characters from the dead.) This has some exciting potential for occult related Spycraft games, as it allows you to plug into magic supplements from various D20 System publishers.
Characters with arcane craft abilities have access to a few new classes, the watcher (a Promethian order specific agent dealing with recruiting titans) and the two fisted god of guns (that use magic to replenish their ammo). There are also a number of arcane specific feats that allow a craft user, among other things, to raise the power of spells by spending additional EP.
One of the central new character options is that of titans or inheritors, modern day descendants of ancient beings of power. Titans are handled in Spycraft by means of a macro-species. All titans share some basic characteristics, including some drawback, including receiving significantly reduced benefit from action dice.
Most titans belong to one of five lineages. Each of these lineages grants additional species abilities and an additional weakness. Further, each of these grants access to a number of special abilities called birthrights. Finally, most have typical personalities or character concepts associated with them.
Birthrights operate like spells, except they are more random. Each time a titan manifests a birthright power, they must make a strain check and likely accumulate strain (which makes future rolls more difficult). Failing a strain check badly can result in the character gaining a legendary transformation that makes them less human and applies certain penalties. On the other hand, a great success gives the character legacy points, which can remove legendary transformations or improve the effects of a birthright ability. Legendary transformations can also be removed by expending XP.
Though this system is very random, I consider it a significant improvement over the original, which really left characters vulnerable to the vagaries of the dice roll.
The birthright abilities are divided into legacies; each lineage (except lost ones) have access to three unique legacies. Legacies have levels. Per the rules as stated, the character begins with a level one birthright and gains one of a level less than one half of their class level rounded down at every level. It seems to me as that designation should be "less than or equal to", as otherwise you would not be able to take a birthright at 2nd level.
The options for titan lineages are as follows; the legacy name should give and indication of the types of birthright abilities. For example, the emotion legacy has birthrights that manipulate emotions:
-Crimson Lords: Charismatic and leaderly by nature, Crimson Lords have access to emotion, graces, and [/i]vitality[/i] legacies.
-Hidden Suns: Mysterious sages and scholars, the Hidden Suns have access to secrets, shadow, and sun legacies.
-Storm Crows: Wise warriors, Storm Crows have access to the second sight, thunder, and war legacies.
-Void Phoenixes: Dangerous nihilists, the void phoenixes have access to ash, genesis fire, and renewal legacies.
-Wild Bloods: Wild bloods are bestial hunters, and have access to the chimera (allows physical transformations) urges, and wild flesh legacies.
-Lost Ones: Member of shattered bloodlines, the lost ones can select two legacies from those available to other lineages.
The final chapters of the book describe the terrifying landscape of the rip and the otherworld, including a selection of strange creatures. The original rules for demonic cultists have been scrapped, and replaced with an updated version of the mysticism rules from Shadowforce Archer books, which do not use core classes but rely on having a sizeable cult. This treatement is a lot more detailed (and moody) than the generic feeling rules offered in the original.
Conclusions
Spycraft: Dark Inheritance is a nice addition to the Spycraft lineup, as well as a nice update to the original material.
With the ending of the Shadowforce Archer line, Spycraft fans should appreciate the addition of a new setting with occult elements. In some ways, Dark Inheritance has a tighter feel and concept than Shadowforce Archer, but like that setting, provides a variety of possible subgenres.
Aside from system differences, there are many mechanical improvements from the orignal; I was especially pleased to see that the birthright system was much less haphazard.
The choice of D20 Modern or Spycraft versions may depend largely on your own preferences. One possible consideration is that the magic system here is much less mechanistic than the default D20 Modern system and may please those looking for a risky magic system for an occult game more than the reliable magic system born of D&D.
Edit - it occurs to me that I like this book a bit better than most SFA books I gave 4's. I don't think it's as central as Agency or Mastermind, but I think I'll let it slide into the low A's.
Man I hate scoring reviews...
Overall Grade: A-
-Alan D. Kohler