From publisher blurb:
Taking Care of Unfinished Business!
Adventurers have a special relationship with death in the Pathfinder Roleplaying Game. While for many, death is one of the few things in this world that is both certain and final, for an adventurer, especially at higher levels, it is more of an inconvenience than anything else. Some characters may even find themselves dying and being brought back to life with magic multiple times in a single fight. The Weekly Wonders: Archetypes of the Afterlife series explores some of the ways that a brush with death might affect PCs, with a variety of new afterlife-themed archetypes.
For this book, we focus on the restless, those tortured souls who cannot accept the reality of their death, and remain tied inextricably to the mortal plane. Often, these souls remain because of some task or business left undone, though they themselves are unable to complete it in their current state. Such spirits are drawn to those who are touched by death, and have greater ability to perceive their wishes, sometimes offering supernatural aid in exchange for doing what must be done to allow them to pass on. This book includes the following archetypes:
The spiritologist, an arcanist archetype who can gain arcane power by communing with restless spirits and aiding them with their needs, and gains access to a number of ghost-themed exploits.
The hate channeler, a bloodrager archetype that consumes the essence of haunts and restless spirits, using their rage to empower his own.
The spirit blade, a magus archetype that channels the essence of restless spirits into his weapon, and gains a variety of ghost-themed powers.
The spirit shepherd, a psychic archetype that specializes in soothing restless spirits and helping them to pass on,
The spirit of justice, a vigilante archetype whose vigilante identity is actually a restless spirit that possesses him to pursue its own ends, granting a variety of supernatural abilities.
The Restless, a new emotional focus for spiritualist phantoms, representing phantoms who are unable to move on to the afterlife, and remain tied to the material plane by unfinished business.
- Fascinating artwork
- Grim dark survival horror feel
- Not fair or balanced
- Can be random and mean
- Not for optimization puzzle fans
- Humanity struggles to survive in a post-apocalyptic world.
- A blasted landscape where the barriers between worlds no longer exist.
- Fellowship of the Ring
- Oathsworn into the Deepwood
Mechanics (from transcript analysis)
- card management — This game has a gazillion different cards to manage.
- character abilities — Each character has a name, their melee attack strength, their carry capacity, their health, a unique special ability, and a trait.
- Combat — Our next encounter is a combat, and it has eight health plus bonus health from its ability.
- Dice Rolling — A 20-sided die will decide your fate. To hit the enemy, we need to roll its defense or higher on D20. If we roll lower than its defense, it hits us for its damage value.
- Encounters — Prepare your first round and place encounter cards. Our first encounter lets us draw three and choose one, so we draw these. We pick one of them and resolve the text on it, noting any keywords.
- Equipment — You can also have equipment. This shield weighs two and has five armor.
- Health tracking — Place health tokens above your character. If you lose all of these, they'll die.
- Loot Card Draw — We draw one loot card and add three reroll tokens to our collective pool.
- Push Your Luck — You have limited rerolls, rest options, and resources.
- Recruiting Replacements — Traveling to a new realm also lets you recruit replacements.
- Rerolling dice — You can spend one of these at any time to reroll a die.
- resting — Resting can let you gain rerolls and recruit replacements to your party, but even that isn't safe all the time.
- Running from Encounters — You can also choose to run from encounters, but may take damage while doing so.
Video topics + discussion points
Quotes (from this video)
- What hooked me was the art, the gruesome, malignant, hand-drawn art.
- The game's world is bleak, oppressive, and horrid, and the game is all the better because of it.
- It's like an old-school dungeon crawler or roguelike, quite random and incredibly mean.
- It is not remotely fair or balanced.
References (from this video)
- Unique and impressive art style.
- Engaging narrative and flavor text.
- Fun group experience with cooperative decision-making.
- Lots of unique cards and high replayability.
- Quick and tense combat with interesting choices.
- Ability to retreat from tough encounters.
- Highly random, outcomes can depend heavily on luck.
- Can be confusing to track tokens without a personal system.
- Potential for negative 'sin' cards to be drawn.
- Survival and confrontation in a dying or chaotic universe, with a nihilistic undertone.
- A world that is ending or disappearing, where players venture through five realms to confront a great chaos god.
- Flavor text on cards and narrative readings for realms.
- Escape the Dark Castle
- Escape the Dark Sector
Mechanics (from transcript analysis)
- character management — Players control a party of four characters, managing their stats, abilities, and equipment. Characters can die and be replaced.
- Combat System — Combat involves attacking enemies by rolling dice against their defense values, with melee and ranged attacks having different mechanics. Damage and defense values are key.
- cooperative play — The game is designed for solo and cooperative play, with players controlling multiple characters.
- Deck Building / Card Draw — The game utilizes numerous decks for items (loot, treasure), encounters, realms, and sin cards, with card draw being central to gameplay.
- Dice Rolling — Core actions like combat and defense rolls are resolved using dice, often with modifiers from character abilities and items.
- Item/Loot System — Players acquire and equip various items, including weapons, armor, spells, and consumables, which impact character capabilities.
- Narrative/Flavor Text Integration — Flavor text on cards and narrative descriptions for realms play a significant role in the game's theme and experience.
- Push Your Luck — Mechanics like the dodge roll after ranged attacks, or deciding whether to flee an encounter, involve elements of push-your-luck.
- Resource Management — Players manage limited resources such as reroll tokens and rest cards, which are crucial for success.
- Risk/Reward Choices — Players often face choices with clear risk and reward, such as choosing easier encounters for fewer rewards or harder ones for better loot.
- set collection / hand management — Players select which items to keep from drawn hands and manage their inventory, considering weight limits.
Video topics + discussion points
Quotes (from this video)
- I love this unique stylistic art a billion times more.
- The flavor text, great. Do I even know what half?
- Come for the vibes. Come for the journey because the game is going to throw stuff at you.
- Is it random, Mike? Absolutely. Are you going to win or lose based on luck sometimes? Absolutely.
References (from this video)
- Captivating artwork
- Cool world
- Awesome flavor text on cards
- Ambiguous lore to discover
- Huge amount of unique items/cards
- Lots of characters
- Unique character builds
- Lots of variety in encounters and events
- Quick setup
- Satisfying build progression
- Interesting roguelike elements
- Art style is appealing
- Roll to resolve can be frustrating
- Generic tokens are fiddly and cause a lot of bookkeeping
- Rulebook is poorly written, not explaining key concepts like how to lose or how certain card interactions work
- Lengthy playtime can wear on you
- Difficulty is swingy due to dice rolls
- Dark Souls/Bloodborne ambiguous type of world that you have to dig deeper to figure out what the lore is
- Dark Souls
- Bloodborne
- Dead Cells
- Hades
- Crimson Membrane
Mechanics (from transcript analysis)
- Character progression — The builds for your character gets more, you're naturally you're just going to be going getting better as the game goes on. You get stronger.
- Deck Building — There are so many cards in terms of items. The loot deck is this thick. And while it's not 100% unique, not every single item in here is different, most of them are. Most of the car these cards are different. That's just the loot deck. Then whoa whoa whoa whoa whoa. Then you have the treasure deck, which is just as almost just as insane.
- Loot/Treasure acquisition — The sheer amount of loot and treasure cards. Those edge case scenarios don't actually pop up as much as you'd think.
- Roll to Resolve — You are literally rolling a d20 to deal damage and you're trying to hit a target number and that's it.
- Sin Cards — The treasure though, that's the one that can suck the most because they give you sin cards.
Video topics + discussion points
Quotes (from this video)
- I am captivated by it. I really like that kind of Dark Souls Bloodborne ambiguous type of world that you have to dig deeper to figure out what the lore is.
- In my mind, yes, the die rolls are extremely frustrating, but I go into this game with the mindset of a rogike.
- So, that's fiddly and shitty.
- And then the second thing comes from when you look at this game, you probably don't think professional production company and it's definitely not. And the rule book gives that to you as well.
- I hate that in games. And it's g I mean this is kind of whatever an anomaly almost but higherend production companies have been just saying that it's intuitive. Hey I find that incredibly frustrating because no it's [ __ ] not.
- Surprisingly, I enjoy this game a lot only because I go into my my mind I I have a mindset of rogike.
- The art is right up my alley. I love the art. I love the flavor text. I love the lore. It's written really well.
References (from this video)
- Unique hand-drawn art style
- Engaging cosmic horror theme
- High-stakes survival gameplay
- Interesting character abilities and item synergies
- Challenging and random encounters
- Extremely random gameplay
- Potentially frustrating dice rolls
- The included D20 might be weighted against the player
- Survival against a world-ending smoke storm
- Cosmic Horror
- Descriptive and atmospheric
- Dark Souls (thematic reference for 'bonfires' as rest cards)
Mechanics (from transcript analysis)
- Card Play — Uses various card types including loot, treasure, sin, and realm cards that impact gameplay.
- character abilities — Each character has unique abilities, traits, and starting equipment that influence gameplay and player strategy.
- Combat System — Involves melee (combat) and ranged attacks, with dodge rolls triggered by specific actions.
- Death Effects — Characters have 'on death' effects that can trigger when they are defeated, adding another layer to strategic planning.
- Dice Rolling — Core mechanic involves rolling dice for combat, range, and dodge actions, with outcomes significantly influenced by the die rolls.
- Item/Equipment Management — Players equip items and weapons that have weight limits and can affect combat rolls, inventory size, and character abilities.
- Realm Progression — The game progresses through multiple realms, with each realm presenting new challenges and encounters.
- Resource Management — Players manage limited resources like 'rest' cards, reroll tokens, and inventory slots.
- Status Effects — Status cards like 'Crimson Membrane' can be applied to characters, providing benefits or drawbacks.
Video topics + discussion points
Quotes (from this video)
- The storm is slow, but it moves without cease. It drives fauna from the forest, desolate towns, and swallows seas, leaving the soot-stained and blinded geography in the cacophonous stillness of endless night.
- The Restless. With the white hand of Saruman.
- The Penitent Stone Arm... it gets stronger as we continue to go on, which is pretty neat, but right now it just does two damage.
- A storm of smoke approaches from the west. It is as black as pitch, as wide as the horizon, and as high as the sky can avail.
- I have a bag of these counters. So, when you're what you're looking at, this is their health that I have above their cards.
- When this card takes damage, reduce its die defense by six for the next attack against it.
- The party can decide against entering battle with the traitor god to accept annihilation and to allow the apocalypse smoke to destroy them.
- She looks at you the way a mother looks at her child seeing her past self, her own mother, and a new life that has yet to be lived.
- So, we'll do the reversed. He gets to attack twice. Oh, he may equip an additional weapon that weighs two or less and use them both.