Joint Pain(1 to 3) Be it an old injury, inflammatory, or just congenital, it always hurts to move. • Bonus: 8 Karma per level • Game Effect: It hurts to move. When you do any physical action, you take a -1 dice pool penalty per level to any physical roll you have to make.
Manipulate Traditions Occult Range 100 feet; Area 30-foot burst Defense Will; Duration up to 1 minute
You press HARD on the minds of all targets in an area potentially laying the ground work for their mind to shatter. All targets in the area take 4d6 mental damage and must attempt a Will save. Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage and gains weakness 5 to mental damage for 1 minute. Critical Failure The target takes double damage and gains weakness 10 to mental damage for 1 minute.
Haymaker (Level 3). Once during your turn, before rolling to hit with an unarmed strike, you can declare it is a haymaker and gain disadvantage on the attack roll. You cannot declare an attack as both a haymaker and a takedown. If the haymaker hits, you double the damage for the attack. This replaces Jab or Takedown.
Manipulatefire Traditions primal Area 30-foot burst around caster; Target All creatures in area Defense basic Reflex
You bring the gift of summer into the heart of fall for but a moment. All enemies in the area dealt 4d10 fire damage and must attempt a Fortitude save. All allies in the area are soothed by the fire and restore 4d10 hit points.
Basics– The blacksmith’s gone MAD! The kind hearted man has attacked and been contained but why… Can the heroes save the town from some deeper lurking threat?
Mechanics or Crunch– This is a pretty simple adventure, but solid enough to jumpstart a campaign. The adventure has exploration, combat, and social parts to allow the characters of all types to shine. It’s gonna be a bit hard, but Schwalb Entertainment adventures tend to be a bit killer. Complaining about that is like complaining that spicy food is spicy. It’s balanced for what it’s aiming to be, but still fun for those looking to get into the system and maybe even a campaign. 5/5
Theme or Fluff– Again, this is simple but what Schwalb wants in his adventures for this setting. It’s heroic with little to no gore and moral ambiguity. It’s just the heroes finding the cause, finding the solution, and killing bad guys along the way. Solid fun for a hero. 5/5
Execution– I like what’s here, but that’s contingent on there being more in the future. Right now, the item this links to is prepublication. If you want some Weird Wizard, then this is a good enough document (it even has a map!) that will get you playing in about 10 minutes. That’s good, but the layout is a bit lacking. Also, and this is a pet peeve, I want pregens. Give me at minimum a party of four with a better option being eight, two of each base class. They don’t even exist on Schwalb Entertainment’s website. That would make getting this play started even faster, and make getting my friends in even easier. That said, for the price you get a solid adventure with a map to explore. It’s good, but when fully published, it will even be better! 4.75/5
Summary– I do love me some “shadow” system by Schwalb. This is a good, but uncomplicated intro to his vision of how to play. It’s got the three pieces of a good adventure, and will let all the different characters shine. If you need Game of Thrones levels of background and intrigue you will be disappointed by this adventure. For the execution, it works, but this is a prerelease. It’s also pretty cheap, so even if it doesn’t massively change after layout, it’s still enough to justify the price. So far, I’m happy with how this system is working. 98%
ManipulateAcid Traditions arcane Area 60-foot line Defense Reflex
You feel a gurgle in your stomach and make it everyone’s problem by vomiting acid in a 60 foot line dealing 8d10 acid damage to all creatures in the area. Each creature in the area must attempt a basic Reflex save. You gain sickened 1 after the spell is cast with a DC equal to your spell save DC.
Obsession ( thing or creature, 1 to 6) When you see the thing, it just want to touch it, be near it, or just be completely infatuated with it. Be it kitties, anime, or Orc Rock. • Bonus: 1 Karma per level • Game Effect: When you see the object of your obsession, you must make a willpower test(2). If you fail, you can not spend edge and you take a -2 dice pool penalty to all social tests for the rest of the scene when you leave the object.
ManipulateLight Traditions divine Range 30-foot emanation Defense Fortitude; Duration instantaneous or 1 round
Your god blesses you with a burst of light from its heaven. All enemies in the area dealt 8d6 fire damage and must attempt a Fortitude save Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage and invisible, hidden, or concealed targets glow for one round out to 30 feet with a bright light and lose that status while it glows. Critical Failure The target takes double damage and invisible, hidden, or concealed targets glow for two round out to 30 feet with a bright light and lose that status while it glows..