Arcforge: Spheres of Influence (PFRPG/SFRPG) (patreon request)

Arcforge: Spheres of Influence (PFRPG/SFRPG)

This installment of the Arcforge-series clocks in at 48 pages, 1 page front cover, 2 pages of editorial, 1 page introduction, 1 page ToC, 6 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 35 pages of content, so let’s take a look!

 

This supplement was moved up in my reviewing queue, since the remainder of Arcforge was requested as well, but while I’m in the process of analyzing and purchasing the series, I figured that it would make sense to take a look at this, as this supplement doubles as a gazetteer of sorts for the setting.

 

It should be noted that the issues I have found within the first two Arcforge supplements do not influence this review; instead, I’ll tackle this in as thorough a manner as I can as its own entity. This is relevant in as far as the first Arcforge supplements codified psionics as Advanced Technology and Akasha as Cybertech. Personally, I’d suggest making these components operate primarily on a flavor level—something that, fyi, works rather well. So no, you do not need all the implications of no longer denoting these components as magic.

 

Similarly, Arcforge partially has the notion that it can use PFRPG and SFRPG in the same game. While my analysis of the pertinent file, Star*Path, is not yet complete, there is a definite tendency that lets me state even now said pdf does not manage to achieve this goal. Consequently, I will review the PFRPG and SFRPG content included herein as components divorced from each other.

 

Okay, that being said, the book does contain the genesis of the setting of Vandara, a world rich in magic and resources, primed to become a center of culture and sophisticated magitech… which would then change as the people of Vandara made contact with extravandarians…the Qlippoth. Chthonic, alien and mighty, the alien scourge cut swaths of devastation into the land, to only be vanquished by the creation of the eponymous Arcforge. And yet, as the external threat eased, humanoid nature prevailed and the nations of the mighty planet once more fell apart into factions, now armed with exceedingly potent high-tech magical weaponry.

 

From this baseline, one can already pinpoint several defining factors: Arcforge is a high science-fantasy setting, with the “science”-part having a higher focus than usual, but the fantastic is also deeply ingrained in the planet, which is, just fyi, a creation of the progenitor dragon species. With Outer Lords having ships that blot the very sun, Vandara brims with high-tech, and the Arcforge-mech-angle also means that there is a distinct Anime-angle infused in the setting; not in a Lodoss War way, but in one that reminded me more of ole’ Appleseed, Gundam, etc. One of the most interesting and helpful pieces of flavor provided here would be the 12 injunctions: Essentially a grand societal contract that the people of Vandara agreed upon; these injunctions prevent for example war crimes, atomic exchanges, etc., with the Qlippoth threat emphasized by being listed here. If you need an analogue, I’d consider them to be closer to Warhammer’s CHAOS than to regular demonic cultists.

 

Now, one thing that the author Matt Daley and I have in common would be a rather extensive tendency for permissiveness regarding various exotic and less-exotic 3pp-options, and indeed, the Arcforge setting does a couple of things I very much enjoy: It explains the place and context of a type of magic within the frame of the respective setting; So what actually, logic-wise, akasha is in Vandara? That’s explained. Same goes for psionics, for psychic magic, etc. Here are a couple of differences, though: Vandara overlaps with the ethereal plane, but otherwise is pretty isolated from standard planar cosmology due to the Silicon Barrier, which renders e.g. banishment etc. a painful (untyped damage) random teleport instead, and which means that summon spells? They actually draw from creatures in Vandara. The latter is a VERY important change of the core assumptions here, and one that can have very interesting and far-reaching consequences. The aforementioned barrier also prevents communication with any soul that perished prior to the creation of it, and raising the dead? It actually weakens outsiders of the respective creature’s alignment nearby.

 

The planet also features a magical alternative to the internet, loosely based on mindscapes, and the supplement then proceeds to give us an overview of the nations of Vandara, some supported by stunning artworks. All of this lore and the basic premise of the setting has me rather excited indeed; the setting is compelling and interesting, and manages to evoke a sense of a plausible world that touches upon familiar tropes without being just a reiteration of the old, also courtesy due to the rules informing to a significant degree the underlying premises of the setting.

 

On a rules-level, we have the arcforged champion class template for paladins and antipaladins, which can best be summed up as an option to make a mech-pilot paladin or antipaladin. It is a well-wrought and welcome option for Arcforge and does what it says on the tin.

 

Now, one basic premise you need to know regarding Arcforge, is that the setting uses a LOT of different subsystems, and not all of them necessarily operate within the same frame of reference, but it should also be noted that this supplement at least does show examples of crossover options that are interesting: Let us take the 4 new armorist tricks (for the Spheres of Power class); the minor layout hiccups (a superscript missing, the “S” of “SoP” has been added to the “armorist”-word) aside, we have e.g. the option to reduce enhancement bonus from the armorist to gain the soulknife’s emulate technological weapon blade skills; this does represent a power-upgrade, but Spheres of Power is a system that is geared towards an (often) more down-to-earth power-level, whereas Arcforge, courtesy of its other systems, tends to gravitate to the higher power-levels. In a way, this can be seen as a power-increase, yes, but one in line with the higher-powered paradigms implied by the setting. The “magical” “call me”-type of mech also gets a representation here, which is, obviously, a powerful option, but one that perfectly fits within the context of the world; conversely, if that sort of thing does not gel with your aesthetics, its limitations make it easy to discard from your iteration of Vandara. There also are a few rules-relevant components that might be construed to be problematic, such as a +2 enhancement bonus increase that does not specify the usual cap these have. Using spell points to rapidly change mech enhancements will be welcomed by people who want their mechs more magical/flexible.

 

While we’re on the subject of Spheres of Power: We also have a symbiat archetype, the technopath; regarding the core engine, the technopath is interesting, foregoing telekinetic manipulation for the option to transfer sprites as immediate actions, a kind of mental super-defense field and linkage, etc. —per se cool; I’m not a fan of the untyped bonus employed by the optimize ability, though. Wait. Sprite. Need to talk about that, right? Well, the pdf includes a new sphere, the Technomancy sphere.

 

This sphere lets you, as a standard action, generate sprites, technomagical entities within constructs or technological items, which persist as long as you concentrate, or 1 minute per level sans concentration if you spend a spell point. While such a program exists in such an object, you may run one of 4 different programs: Drain does what it says on the tin and drains a charge on a failed save, and constructs instead get a scaling debuff. Interfere can negate the action of another sprite, even when it’s not your turn. Power generates a charge, or acts as a buff. The former is problematic, as it generates infinite charges and lends itself to infinite healing exploits and similar tricks, particularly since the charges gained also increase. This would get a hard limit per item per day in my game, or the ban hammer. This one needs a caveat or a proper non-exploit agreement between players and GMs.

Transfer makes the sprite move to another host in close range. While close range is a technical term, it’d have been more convenient to have the distance spelled out. Also: The core ability does not specify a range, and both touch and close would make sense, though this usage of the sphere makes close the more likely culprit. Note that each sprite can only execute ONE of these per round, which means there’s theoretically some cool strategizing going on here. I can see users of these spheres pit their sprites against each other in a compelling manner. 16 talents are also included for the sphere, including new programs to unlock for the sprites, which are set apart by the (program) tag; these include skill boosts due to analyzing targets (annoyingly untyped and the verbiage includes a few skill references not in title case), and e.g. making the target deal additional damage; ideally, the damage type would specify that this uses the host’s damage type, but yeah. Other talents let sprites assimilate charges they Drain and use them to Power other objects; see above. Concealed sprites etc. can also be found, and having sprites from a destroyed host evacuate to other targets? Yeah, can see that. If you also have the divination sphere, you can divine for sprites, which was a nice touch. For completion’s sake: Yes, the sphere’s abilities sometimes prompt Fortitude saves, and objects/constructs are usually exempt, but considering the exclusive focus of the sphere, I don’t consider the omission of an exception-clause for this particular rule to be a problematic. Mathematically, it should be noted, though, that courtesy of these immunities, constructs do not have adequate saves to reliably resist these effects. As a consequence, implementing the sphere on the player’s side does require some contemplation on the GM’s side, and a likewise implementation…or a modification of the construct type’s chassis. It also should be noted that the sphere effects tend to cap at 20th level, which most Spheres of Power-based options do not. HOWEVER, personally, I do think that this makes sense, and that Spheres of Power would have SERIOUSLY benefited from a lot more hard caps. So yeah: Keep that cap! Just my 2 cents.

 

The advanced talents include transforming targets into Ais, controlling mechs, or making sprites permanent – super-powerful, high-concept…and honestly? All well-situated in the advanced talents sphere. Unlike many a sphere, here the differentiation is VERY clear in conceptual power, and while the core sphere isn’t perfect, the differentiation between those parts? Smooth indeed.

 

The pdf also offers an incanter sphere specialization for the sphere, which makes your sprites more resilient to interference and also nets you buffs versus sprite hosts. I think the level 1 ability is too dippable here, and I’m not too fond of the unified energy ability; I *can* construct an exploit out of it, but it’s an obscure enough one to not repeat it here. I was rather fond of the sprite-based prodigy-imbue sequence and its system overload finisher. The one boon provided is brutal: Techno-Miraculous makes attempts to counterspell or dispel you fail automatically, unless the target has the Technomancy sphere or Harmonic Counter (one of 7 new feats; lets you use Counterspell feats vs. technological equipment). As noted before, this “separate”-angle imho doesn’t work too well in PFRPG, but YMMV; personally, I’d rather roll the Harmonic Counter into the regular engine, but that may be me. Two drawbacks are included, and for Spheres of Might we have a talent that nets proficiency with all heavy weapons.

 

The other feats include two (Dual-Sphere) feats, one for use of Life Sphere with tech, and one that lets you use sprites and Mind sphere to make constructs valid targets; the latter makes sense on many levels to me. There is another feat that nets transparency between spells and psionics, and one that lets you one-hand two-handed weapons at a -2 penalty. Not a fan, also because of the massive array of consequences this has for weapons, but I guess this is a bit of genre-pandering. You might consider it awesome instead. Magical Lorekeeper lets you poach spells from other members of your spellcasting tradition, but fails to account for how the situation of a spell with different spell-levels for different classes is handled. Soul Keeper is an outsider feat that lets you hold souls and be buffed by killing. 12 casting and mixed traditions are also provided.

 

There is one more pathfinder archetype to note: The zoomer for the powerful (and very interesting) voyager class; now, I’ve gone on record stating that I adore a lot about that fellow, even if the voyager is pretty damn potent and beyond what I’m comfortable allowing in most of my games. Most of them. The zoomer, essentially, is the mech-version of the class, and may e.g. use the vehicle they get as a the location of her parallel action range; the archetype is an excellent rendition of the zipping, space-bending ace-pilot we know from various anime series, often as the nigh unstoppable enemy who ends up being pretty fragile. Considering the voyager chassis, this makes sense. On the down-side, the formatting glitches here and there, like e.g. an ability-header that’s not bold…well, that did make my face twitch. There also is a “call mech to you” vigilante archetype, just fyi.

 

The Starfinder content presented herein is in a way unconventional, as they are class-specific archetypes; in short, they operate like PFRPG-archetypes, not like the blanket archetypes SFRPG usually employs. I’m okay with that per se. The Industrial priest technomancer is a divine spellcaster, and they get a variant cache capacitor. Annoying: Spell-list formatting of the available spells is borked completely, and yes, it includes PFRPG spells, I assume due to Star*Path. One of the abilities lets the technomancer spend Resolve to convert half damage dealt to untyped holy or unholy; not a fan. In a way, this is a good point to state one of the issues that Star*Path encountered, and that would be the cardinal issue I have with Arcforge: The assumption of global parities between sub-systems and powers, and here, systems. PFRPG and SFRPG look a lot alike, and play in a similar manner, but with some experience under the belt, the differences become evident, even if one doesn’t engage in a deep math analysis. So yeah, I’m not a fan of this one; the machine voice envoy who can affect constructs and gets a custom rig? Okay, here I wasn’t really sure why it exists, to be honest, and the scholastic technomancer is essentially a book-caster version…which, again, struck me as a weird choice.

 

In PFRPG, some options may be a bit rough, but I see why they’re here; the SFRPG options, on the other hand, don’t feel like they were really made for the system, and oddly look like filler to me; none of the excitement of the design decisions in the remainder of the book can be found with them.

 

Conclusion:

Editing and formatting are good on a formal level; when it comes to a rules-language level, the pdf, alas, attains an at-best “okay” rating; there were several instances of formatting hiccups, some even in ability names, and the rules-language also has some wide-open exploits and minor omissions that tarnish what is a per se inspired basic set-up. The pdf is certainly not up to the usual level of polish Legendary Games supplements tend to have. Layout adheres to the series’ two-column full-color standard, with a blend of old and new full-color artworks. The pdf comes fully bookmarked for your convenience.

 

Matt Daley’s Arcforge-setting, on a conceptual level, has truly captured my interest; I really like it, and it appeals to the scifi-fan in me as well as the mecha-fanboy; the SETTING is one I’d genuinely enjoy playing in, and it is obvious that some serious passion for PFRPG went into this. This feels like a passion-project from top to bottom, and I can really appreciate this. I did not expect to say this after the hit and miss and frustration of the first two books, but I like the setting and want to know more. It has this sense of genuine passion and excitement that are hard to come by.

 

As a reviewer, this book, though, leaves me in a weird state. Now, reviewing Arcforge is a TON of work due to all the things you have to bear in mind, and I might be wrong, but I wouldn’t be surprised if a dev, any dev, would have thrown their hands in the air at one point. It’s also hard to review, because Arcforge’s core books got so much almost right, only to then add in options for parity that upended the very systems the books provided.

 

In many ways, I can see why this was hard to work on. Which is a shame, for this supplement feels, as a whole, a bit smoother than the first 2; there is a higher consistence regarding the (high) power-level of the setting, if post Ultimate Psionics-psionics (i.e. the REALLY powerful stuff that doesn’t work smoothly with most of Paizo-PF anymore)/C7S-permissible stuff is your jam, then this is well worth checking out.

 

If you play PFRPG. The SFRPG-options are afterthoughts, at best, and it is clear where the focus of this book did lie. For SFRPG-fans, I’d recommend steering very far away from this supplement, unless you consider the flavor to be sufficient to warrant the purchase. Design-wise, there is nothing interesting in here for SFRPG. Personally, I’d have been ROYALLY pissed if I had bought this as a SFRPG supplement. 

 

How to rate this? Oh boy. So, the pdf is a bit rough in the formal criteria, and there are several instances where bonuses that shouldn’t be untyped are untyped, etc.; there are several instances of those necessary little caveats missing…damn, this is SO CLOSE to being an easy recommendation.

 

But I can’t rate hypotheticals. I like what’s here as a person. But the amount of stuff I’d use from this book without a very careful re-evaluation/re-design is rather low indeed. So, let’s look at focus: We have 8 pages of rules stuff, with one of them lost to the almost useless pseudo-SFRPG-stuff; the remainder of the supplement is the setting…and that setting? Well, I really enjoyed it.

So: For SFRPG? Dud, 1.5 stars, steer clear. For PFRPG: If you like high-powered, enjoy a very permissive game, and don’t mind a bit of fixing? Worthwhile investing the work. But there is more to take into account: The setting is intriguing, and the pdf only clocks in at a VERY fair $2.00. Two bucks? HECK YES, this is worth two frickin’ bucks. The VERY low price point does help offset the flaws of the supplement…plus the setting? It genuinely entertained and intrigued me. It has a quality of distinctiveness that sets it apart and makes it resonate. These two components are ultimately responsible for why my final verdict of 3.5 stars, rounded up. For PFRPG.

 

As noted above: caveat emptor if you tend to gravitate to lower power-levels and are not willing to invest some time to streamline the rougher parts. In that instance, you should consider this to be closer to the 2 to 3-star-vicinity.

 

You can get this supplement for a very fair $2.00 here on OBS!

The original Arcforge file can be found here; the first expansion can be found here.

Ultimate Spheres of Power can be found here.

Spheres of Might can be found here.

Champions of the Spheres can be found here.

The voyager can be found here.

 

If you can, consider leaving a tip via paypal if you found this review useful, or join my patreon. Thanks!

Endzeitgeist out.

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  1. June 4, 2021

    […] Thilo Graf reviewed Arcforge: Spheres of Influence. […]

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