The focus of The Gifted is the sorcery and psionic options. Starting out, The Gifted get three known powers, and three other starting abilities the biggest of which is having a bit of supernatural ancestry that gives them one bonus power like grandma was a vampire and if you consume human blood, you recover more Vitality. In addition, the zine, Old Skull Zine #1, adds the Spirit Guardian Archetype allowing you to play a guardian animal.īecause I want to talk about the magic system, I’m going to focus on The Gifted Archetype. The Archetypes are The Tough (Fighter), The Nimble (Rogue), The Smart, and The Gifted (Wizard). Archetypes determine your Recovery Roll (how many Vitality points you’ll recoup during a rest) and your special abilities. With those numbers locked, you create a concept, a starting complication, and match it to an Archetype (class). From those results, you derive the character’s Vitality (Hit Points), Sanity (used for dealing with the supernatural horrors of this world), Luck (an important stat because it’s used at critical moments), and Money (it’s abstracted). Your character has four Attributes (Physique, Agility, Intellect, and Willpower) built from 2d6+3 so, starting out, your PCs have Attribute stats from 5 to 15. To understand character builds and the system, it’s worth noting that it’s an OSR (Old School Renaissance) d20-variant. Produced and published through Old Skull Publishing and Gallant Knight Games respectively, this tabletop RPG advertises as a “Rules Light Street & Sorcery Role Playing Game With An Old School Spirit.” I read through it and, despite some challenges with the duel-system the game utilizes (more on that below), I picked up the PDF and I’m interested in writing about the good that can be found in these dark streets. At a used book store in Nashville, I found a print-on-demand copy of Dark Streets & Darker Secrets by Diogo Nogueira.
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