Hand of Glory
"Eva renamed the remnants of the Third Reich the Hand of Glory and directed them toward a new vision, the erection of a modern occult empire, built on the ashes of the mysterious Ancients' civilization." (Hand of Glory, p.8)
This is a threat book for the Shadowforce Archer campaign world for Spycraft. There are two things that this sourcebook attempts. First, it provides material to enable implementation of games regarding the evil occult organization, the Hand of Glory. Second, it offers advanced rules for incorporating mysticism into the game.
To reach these goals, this sourcebook includes a plethora of material. There are new prestige classes, NPC classes, feats, invocations, gadgets and relics, plot hooks, and NPCs, including an updated version of Eva Kraus herself. It's packed from cover to cover with goodies, but does it deliver on the premise?
Premise
Mysticism is the name of the game. The premise is an exploration into the mystical elements of the Shadowforce Archer setting. Rather than approaching from a unified and coherent design philosophy for integrating mysticism, this book attempts to meet the premise from two dissimilar directions, player options and GM threat design. This is a tough balance to strike.
On one hand, there needs to be sufficient utility to allow players to customize and develop rich mystical PCs. Yet, these options can't crowd out material for designing adventures around the Hand of Glory. The mechanics and techniques of implementation are split between the divergent foci of the premise.
This is an ambitious project, but does it work?
Mechanics
This book has a lot of mechanical goodies. It's very "crunch" friendly, with approximately half of the book devoted to new mechanics. There are three mechanical elements of interest to the premise: character design options, advanced rules for mysticism, and simulative modeling for Hand of Glory threats.
Character design is important in exploration of setting. The character provides a reference and interaction point for the player, an avatar through which the player may "experience" the game world. This book offers one new class, the Explorer, and two new prestige classes, the Sage and the Spiritualist. The prestige classes are of average mechanical utility; if you're interested in focusing on the occult element of the setting, they'll get the job done adequately. They do suffer from this focus in any serial that drifts from the mystical; their skills are too "fringe" for greater integration in the campaign world.
On the other hand, the Explorer class is a very interesting idea, which adds a new dimension into the "currency" of passive player campaign design. This class virtually screams for Indiana Jones/Tomb Raider type of serials. I like it! However, the mechanics don't back up the concept in core delineation, specifically in skill points and skill selection. I'd imagine that Lara Croft probably has balance and tumble at high rankings, but these aren't even class skills for the explorer. How about boating or pilot? Nope. Of course, the bigger problem lies with the skimpy 4 + Int skill points per level, which puts Dr. Jones on the same skill level as Rambo!
There are new feats, backgrounds, invocations and gear. For the most part, I found them to be solidly designed, although uninspiring in terms of creating diverse and distinctive mystical characters. Even with these new additions to the system, there isn't enough support for unique implementation of PC mystics. It's bland.
Now consider this; there is no base "occultist" class for PCs. Moreover, because of the reliance on bonded followers as the power base for invocations, mystically inclined PCs need to focus their feats on increasing personal potential by "counting" as their own followers. This focus marginalizes the PC from smooth integration with the rest of the campaign setting. In addition, it's mechanically a bad deal when compared to overall effectiveness of the baseline "spy" types or Psionic types. The core system of mysticism empowers NPC organizations, with their hordes of minions and thralls, but clips PC implementation.
There should have been a core mystic class offered. Without addressing this point, mysticism remains the redheaded stepchild of the setting. I can understand the reluctance to make the setting drift towards "Dr. Fate saves the day" or D&D Spycraft, but good design would prevent such drift. What we have here instead in NO design. It's an inexcusable oversight for a setting that includes mystical challenge as an integral part of its history and threat potential.
Advanced rules for mysticism are given moderate treatment. Higher thirst levels are introduced, but this is something designed mainly for NPCs. It's helpful in detailing Hand of Glory threats, but useless for PC customization. Likewise, the cycle of mystical shifts that take place throughout the year is nice, but primarily as a scenario design element; it's interesting in introducing setting flavor, but not a great mechanical emulation itself. Finally, invocations are offered, seven rites and five rituals. These are fine offerings, but trifling and too plain. I'd have liked to see a more daring selection of occult nifties.
One area that bucks the blandness is the Create Golem ritual. While somewhat beyond the abilities of your standard mystical PC, this ritual makes for an excellent addition to the villains repertoire. Golems are seriously tough, so I'm a bit leery of the overly cheap MP cost of 3. At that expense, any mystical Mastermind with access to the ritual ought to have hoards of golems.
Another point of complaint is regarding the new relics. Eight isn't enough! Remember, one of the primary hooks to introducing the Hand of Glory into the game is through "Tomb Raider" type of scenarios. We need more options for relics, preferably not things as blatantly over the top as Excalibur or the Spear of Destiny. Goodness! This brings up a secondary complaint; we need a scale for determining relic potency. It's lazy design to toss the Nemean Mantle (ie: immunity to range attacks) in the same power category with the Yasanaki No Magatama (ie: a free social feat.)
Simulative modeling of the Hand of Glory is where this book shines. The "fringe" science gear is fun. The nefarious Blood Prong, which turns a victim's blood to acid, is my favorite. However, the Lava Cannon is a close second. The Glory vehicles are very useful, with the Zeppelin being wonderfully colorful. In all, the mechanics here are tight and well balanced.
Two prestige classes are designed for Hand of Glory henchmen or masterminds, the Channeler and the Valkyrie. These classes are excellent. The Channeler is a mystic who forms a bond with a relic, thereby gaining additional mystical potency. The idea is solid, but some of the mechanics need refinement. For instance, some of the "drain relic" abilities seem to be of variable utility depending upon the potency of the base relic. Moreover, when making a Thirst check in using this ability, what is the DC? It doesn't say. Again, the inadequacy of the relic development hobbles robust implementation of this concept.
On the other hand, the Valkyrie is splendidly designed. Female combatants chosen by Eva Kraus and infused with mystical powers, the Valkyrie are the elite of the Hand of Glory's operatives. They are combat powerhouses, yet mystically potent, making for excellent Henchmen or even Masterminds. They are very cool.
NPCs are offered aplenty in this book. They display a solid range of possible Hand operatives. However, the occasional botch of stat blocks, particularly in the skill section, makes for some annoyance. The revised write-up of Eva Kraus is very welcome, but it lacks wound and vitality points.
An interesting addition is the inclusion of enemies of the Hand of Glory, the Finnian Collector's Society and the Chinese Department for the Protection of the People's Treasures. Sweet mechanics are offered to help players call upon these resources in game. The pleasure of ratting out the evil Hand tomb robber to the Chinese government, with the subsequent incarceration of said villain, is priceless.
Also of interest are a sample secret volcano headquarters and a chase map of Buenos Aires. Fun stuff.
In summation, I found the mechanical aspects of this book to be hit and miss. There was so much lacking in terms of expanding the mystical system and creating PC options. However, in delineating the Hand of Glory, it excelled.
Technique
This book is high on technique of implementation. The foremost example of technique is in the copious plot hooks. Two example serials, Hand related NPC classes, and the detailed history and structure of the Hand of Glory are also included. These break down into categories of example, information, and advice.
Example is one of the strengths of this book. There are eight plot hooks from investigating riots at rock concerts to a rash of volcanic explosions around the world. There are numerous suggestions to customize or focus the in-game premise to best fit your interests. There is such a wealth of options presented that even a novice GM will find implementing the Hand of Glory into the game an easy task.
However, the example doesn't end there. There are two example serials laid out for easy utilization, with numerous options of for customization. One focuses on a more traditional spy story, regarding the Hands vast smuggling organization, Die Spinne. The second is more mystically focused, involving the search for occult secrets of the Ancients. Both example serials are well-crafted examples of the Mastermind system in implementation.
To further make serial design easier, there are ten new NPC classes designed for emulation of Hand threats. From the Jager, the Hand's trained treasure hunters, to the occultists, the mystical specialists, to the Uber, physical adepts, all the standard minion stereotypes are presented in easy to design packages. This makes the GM's job much easier, saving much precious time.
Information is given in abundance. We are offered a detailed history of the Hand of Glory from the early years, from Eva's possession through the years of the Third Reich and the subsequent rebuilding of the organization during the Cold War period to the present. Goals and motivations are especially interesting in helping to define the premise behind this threat, and incorporate it into play. For example:
"The mystic path the Hand of Glory operatives believe they are tracing leads them more often than not to seek occult answers to mundane problems. Because they believe they are destined to wield a mystical rod over the world's remaining populace after Eva's apotheosis, each of her soldiers hones his mystic ability at every opportunity, and the organization seeks legendary mystic artifacts as part of its day-to-day mission. The motivation to rebuild Eva's mystic empire is now a belief system shared by all her followers." (p.28)
In those three sentences, we are given numerous elements to help design coherent and colorful scenarios for the Hand of Glory. Mysticism, self-improvement, and visionary attitudes are key to depicting the Hand.
The organization is also well detailed.
"The Hand of Glory is a fractious entity, composed of hundreds of minor despots, powermongers, and deluded visionaries, each drawn to the organization for his own reasons. In order to manage these diverse strata of villainy, Eva Kraus has established a loose organizational structure that encourages personality and even blatant competition." (p.28)
Like a hydra, the Hand has numerous divisions focused on diverse specialties. From treasure hunters and mystical warriors to media spin doctors and shadowy financiers, the organization is immense with its variety. This sourcebook does a superb job at giving pertinent detail of the structure, including relevant NPCs.
In short, this book gives you everything that you need to know on implementing the Hand of Glory in your game. The writing is smooth and accessible. It's full of information, cogently organized and presented.
The weak spot to the overall technique is in the advice department. As previously mentioned, the book does an excellent job with the Hand of Glory, but the secondary focus is neglected, implementing mysticism into the game, especially regarding the PCs. It simply isn't discussed. How can we scale the "magic" level of the campaign world? How can we integrate occult specialist PCs into non-occult games? How can the disparity of power between PC mystics and PC psions be remedied? These are important questions, which need to be answered. This book doesn't give any answers.
The implicit advice offered for implementing mysticism is "Don't give it to the players." The Hand of Glory can use it because it's just a shtick to make them unique in the narrative. Again, mysticism remains a poorly designed element of the setting.
Overall, I'd say that the technique offered in this book was very good, but it suffers from the gross oversight of elaborating upon the utilization of mysticism.
Appraisal
I'm mixed in determining the overall quality of the book. On one hand, it delivers superb quality for the GM is designing serials around the Hand of Glory. On the other hand, it totally fails to significantly refine the mystical elements of the setting, both in terms of mechanics and techniques. So, it achieves one of its goals, but misses on the other.
Well, how much utility does it offer over all? That depends on how much of a focus you want to place upon the Hand of Glory in your Shadowforce Archer campaign. If you're using it as an active threat, then this book is a must have. If they aren't the focus, then this book is nearly useless. So, it's of highly variable utility. Personally, I found it to be very helpful in the serial design aspect of playtest, but of limited utility in actual play.
In any case, I give this book a mild recommendation.
---OMW